### 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
Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				ofst.x -= size.x;
				if (j == p_button) {
					return Rect2(ofst, size);
				}
			}
		}
	}
	return r;
}
void Tree::set_column_titles_visible(bool p_show) {
	if (show_column_titles == p_show) {
		return;
	}
	show_column_titles = p_show;
	queue_redraw();
}
bool Tree::are_column_titles_visible() const {
	return show_column_titles;
}
void Tree::set_column_title(int p_column, const String &p_title) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].title == p_title) {
		return;
	}
	columns.write[p_column].title = p_title;
	update_column(p_column);
	queue_redraw();
}
String Tree::get_column_title(int p_column) const {