An easy way to think of this is that whilst disabled objects still run scripts, disabling them can still remove the conditions required for anything to happen.
So say you have a primitive activator with a GameMode block on it. Even when you disable it the script will still run (unless you've used a doOnce or similar check).
However if the same primitive activator has an OnTrigger block, and you set it to disable after triggering, then the script will still run, but as the object is disabled you can't actually trigger it, so in all essence the script and object are disabled.
It all depends on what type of block you've used, and how the activator is set up.
Ah; what I've done is to create several primitive remote activators, and attached scripts to them with OnActivate and GameMode blocks in them. This removes all real work previously done in GameMode blocks in the actual interactive objects to the remote activators. The
OnActivate Player script stub simply enables the remote activator linked to it in order to kick off the activity on the remote activator. When done, the remote activator disables itself in preparation to be called again.
Guess this is all pointless, huh?