### 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
TreeItem *it = root;
	int ofs = _get_title_button_height();
	if (!it) {
		return 0;
	}
	while (true) {
		if (it == p_item) {
			return ofs;
		}
		if ((it != root || !hide_root) && it->is_visible()) {
			ofs += compute_item_height(it);
			ofs += theme_cache.v_separation;
		}
		if (it->first_child && !it->collapsed) {
			it = it->first_child;
		} else if (it->next) {
			it = it->next;
		} else {
			while (!it->next) {
				it = it->parent;
				if (it == nullptr) {
					return 0;
				}
			}
			it = it->next;
		}
	}
	return -1; 
}
void Tree::ensure_cursor_is_visible() {