### 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 allow_search;
}
void ItemList::set_icon_scale(real_t p_scale) {
	ERR_FAIL_COND(!Math::is_finite(p_scale));
	icon_scale = p_scale;
}
real_t ItemList::get_icon_scale() const {
	return icon_scale;
}
Vector<int> ItemList::get_selected_items() {
	Vector<int> selected;
	for (int i = 0; i < items.size(); i++) {
		if (items[i].selected) {
			selected.push_back(i);
			if (this->select_mode == SELECT_SINGLE) {
				break;
			}
		}
	}
	return selected;
}
bool ItemList::is_anything_selected() {
	for (int i = 0; i < items.size(); i++) {
		if (items[i].selected) {
			return true;
		}
	}
	return false;
}
Size2 ItemList::get_minimum_size() const {