### 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)

ensure_selected_visible = false;
			Vector2 base_ofs = theme_cache.panel_style->get_offset();
			base_ofs.y -= int(scroll_bar->get_value());
			
			const Rect2 clip(-base_ofs, size);
			
			int first_item_visible;
			{
				int lo = 0;
				int hi = items.size();
				while (lo < hi) {
					const int mid = (lo + hi) / 2;
					const Rect2 &rcache = items[mid].rect_cache;
					if (rcache.position.y + rcache.size.y < clip.position.y) {
						lo = mid + 1;
					} else {
						hi = mid;
					}
				}
				
				
				while (lo < hi && lo > 0 && items[lo].column > 0) {
					lo -= 1;
				}
				first_item_visible = lo;
			}
			
			for (int i = first_item_visible; i < items.size(); i++) {
				Rect2 rcache = items[i].rect_cache;
				if (rcache.position.y > clip.position.y + clip.size.y) {