### Godot version

4.0.rc6

### System information

Windows 10

### Issue description

Disabled items of an `ItemList` still trigger `item_selected` and `item_activated` signals when using the mouse. Even though the documentation states that:
> Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing Enter).

Visually, they are as expected (grayed out and can't grab focus).

-----
This seems to be a recurring problem as it has happened in Godot 2 (#5683) and Godot 3 (#37277) as well.
According to the comments in #37277, PR #37285 (#60123) is supposed to fix it for Godot 4. But it still seems to be an issue.

The PR suggests using `disabled` for rendering and `selectable` for actual selection. If that's the final verdict on the matter, then the documentation should be updated to reflect this.

### Steps to reproduce

1. Create a simple scene.
2. Add an `ItemList` and add several items to it via the Inspector. Disable one or more items.
3. Attach a script to the item list with the following code:
```gdscript
extends ItemList


func _ready() -> void:
	item_activated.connect(_on_item_activated)
	item_selected.connect(_on_item_selected)


func _on_item_activated(item_index: int) -> void:
	prints("Item Activated:", item_index)


func _on_item_selected(item_index: int) -> void:
	prints("Item Selected:", item_index)
```
4. Run the project and try selecting/activating a disabled item.
5. Check the Output console for results.

### Minimal reproduction project

[ItemList_DisabledItem_Bug.zip](https://github.com/godotengine/godot/files/10844570/ItemList_DisabledItem_Bug.zip)

return icon_mode;
}
void ItemList::set_fixed_icon_size(const Size2i &p_size) {
	if (fixed_icon_size == p_size) {
		return;
	}
	fixed_icon_size = p_size;
	queue_redraw();
	shape_changed = true;
}
Size2i ItemList::get_fixed_icon_size() const {
	return fixed_icon_size;
}
Size2 ItemList::Item::get_icon_size() const {
	if (icon.is_null()) {
		return Size2();
	}
	Size2 size_result = Size2(icon_region.size).abs();
	if (icon_region.size.x == 0 || icon_region.size.y == 0) {
		size_result = icon->get_size();
	}
	if (icon_transposed) {
		Size2 size_tmp = size_result;
		size_result.x = size_tmp.y;
		size_result.y = size_tmp.x;
	}
	return size_result;
}
void ItemList::gui_input(const Ref<InputEvent> &p_event) {