### 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)

ERR_FAIL_INDEX_V(p_idx, items.size(), TEXT_DIRECTION_INHERITED);
	return items[p_idx].text_direction;
}
void ItemList::set_item_language(int p_idx, const String &p_language) {
	if (p_idx < 0) {
		p_idx += get_item_count();
	}
	ERR_FAIL_INDEX(p_idx, items.size());
	if (items[p_idx].language != p_language) {
		items.write[p_idx].language = p_language;
		_shape_text(p_idx);
		queue_redraw();
	}
}
String ItemList::get_item_language(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, items.size(), "");
	return items[p_idx].language;
}
void ItemList::set_item_tooltip_enabled(int p_idx, const bool p_enabled) {
	if (p_idx < 0) {
		p_idx += get_item_count();
	}
	ERR_FAIL_INDEX(p_idx, items.size());
	items.write[p_idx].tooltip_enabled = p_enabled;
}
bool ItemList::is_item_tooltip_enabled(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, items.size(), false);
	return items[p_idx].tooltip_enabled;
}
void ItemList::set_item_tooltip(int p_idx, const String &p_tooltip) {