### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10, 64bit

### Issue description

When change `ItemList`‘s icon_scale with code, itemlist not update:
![GIF](https://user-images.githubusercontent.com/35988767/222378909-ff9828aa-6714-478a-abbe-55477f28d85d.gif)

And force call `queue_redraw()`, icon size was udpate, but item border not.
![GIF](https://user-images.githubusercontent.com/35988767/222379478-832c7668-5182-4e1e-bfdb-cc137c19f77a.gif)

And if resize window, itemlist update correct.
![GIF](https://user-images.githubusercontent.com/35988767/222381049-3a45383d-9a40-4598-b64d-ec10d22754d7.gif)


### Steps to reproduce

/

### Minimal reproduction project

[ItemListTest.zip](https://github.com/godotengine/godot/files/10869385/ItemListTest.zip)

ERR_FAIL_INDEX(p_idx, items.size());
	if (p_single || select_mode == SELECT_SINGLE) {
		if (!items[p_idx].selectable || items[p_idx].disabled) {
			return;
		}
		for (int i = 0; i < items.size(); i++) {
			items.write[i].selected = p_idx == i;
		}
		current = p_idx;
		ensure_selected_visible = false;
	} else {
		if (items[p_idx].selectable && !items[p_idx].disabled) {
			items.write[p_idx].selected = true;
		}
	}
	queue_redraw();
}
void ItemList::deselect(int p_idx) {
	ERR_FAIL_INDEX(p_idx, items.size());
	if (select_mode != SELECT_MULTI) {
		items.write[p_idx].selected = false;
		current = -1;
	} else {
		items.write[p_idx].selected = false;
	}
	queue_redraw();
}
void ItemList::deselect_all() {