### Godot version

4.2 dev1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Calling `Tree.propagate_check()` after an item is unchecked does not properly uncheck the parents. They are left in partially checked state.

It's easy to observe in theme editor:

https://github.com/godotengine/godot/assets/2223172/71d0479c-0a5e-48d3-957f-d90379a95c22



### Steps to reproduce

1. Edit a Theme resource
2. Go to Manage Items... menu
3. Go to Import Items tab
4. Unfold something
5. Check and uncheck a child checkbox

### Minimal reproduction project

N/A
if (pressing_for_editor && popup_pressing_edited_item && (popup_pressing_edited_item->get_cell_mode(popup_pressing_edited_item_column) == TreeItem::CELL_MODE_RANGE)) {
			
			popup_edited_item = popup_pressing_edited_item;
			popup_edited_item_col = popup_pressing_edited_item_column;
			popup_pressing_edited_item = nullptr;
			popup_pressing_edited_item_column = -1;
			if (!range_drag_enabled) {
				
				Vector2 cpos = mm->get_position();
				if (rtl) {
					cpos.x = get_size().width - cpos.x;
				}
				if (cpos.distance_to(pressing_pos) > 2) {
					range_drag_enabled = true;
					range_drag_capture_pos = cpos;
					range_drag_base = popup_edited_item->get_range(popup_edited_item_col);
					Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
				}
			} else {
				const TreeItem::Cell &c = popup_edited_item->cells[popup_edited_item_col];
				float diff_y = -mm->get_relative().y;
				diff_y = Math::pow(ABS(diff_y), 1.8f) * SIGN(diff_y);
				diff_y *= 0.1;
				range_drag_base = CLAMP(range_drag_base + c.step * diff_y, c.min, c.max);
				popup_edited_item->set_range(popup_edited_item_col, range_drag_base);
				item_edited(popup_edited_item_col, popup_edited_item);
			}
		}
		if (drag_touching && !drag_touching_deaccel) {
			drag_accum -= mm->get_relative().y;