### 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
return popup_editor->is_visible();
}
void Tree::set_editor_selection(int p_from_line, int p_to_line, int p_from_column, int p_to_column, int p_caret) {
	if (p_from_column == -1 || p_to_column == -1) {
		line_editor->select(p_from_line, p_to_line);
	} else {
		text_editor->select(p_from_line, p_from_column, p_to_line, p_to_column, p_caret);
	}
}
Size2 Tree::get_internal_min_size() const {
	Size2i size;
	if (root) {
		size.height += get_item_height(root);
	}
	for (int i = 0; i < columns.size(); i++) {
		size.width += get_column_minimum_width(i);
	}
	return size;
}
void Tree::update_scrollbars() {