### 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)

int closest = get_item_at_position(p_pos, true);
	if (closest != -1) {
		if (!items[closest].tooltip_enabled) {
			return "";
		}
		if (!items[closest].tooltip.is_empty()) {
			return items[closest].tooltip;
		}
		if (!items[closest].text.is_empty()) {
			return items[closest].text;
		}
	}
	return Control::get_tooltip(p_pos);
}
void ItemList::sort_items_by_text() {
	items.sort();
	queue_redraw();
	shape_changed = true;
	if (select_mode == SELECT_SINGLE) {
		for (int i = 0; i < items.size(); i++) {
			if (items[i].selected) {
				select(i);
				return;
			}
		}
	}
}
int ItemList::find_metadata(const Variant &p_metadata) const {