Load ScriptableObject / asset file and save as object to list

Im totaly new and playing around with unity and stumbled upon a problem i can’t seem to google my way out of. I have created a bunch of scriptable objects to hold information of different items.
When the game starts im trying to load all the asset files and add them to a list of the same type as the objects.

Here is my scriptableObject:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    [CreateAssetMenu(fileName = "New Item", menuName = "Item")]
    public class Item : ScriptableObject
    {
        public string ID;
        public Sprite icon;
    
        public void show()
        {
             Debug.Log(icon);
        }
    }

They are saved at “Assets/Resources/Items/id.asset”

When the game first loads im trying to add them to a static list for easy access like this:

public class ItemIDList : MonoBehaviour
{
    public static List<Item> ItemList = new List<Item>();
    public Item TempItem;

    public string IDString = "id1/id2/..../idn";

    void Awake()
    {
        string[] IDs = IDString.Split("/");

        foreach (string id in IDs){
            TempItem = Resources.Load<Item>("Items/" + id);
            ItemList.Add (TempItem);
        }
    }
}

But it doesn’t matter what index i call on

ItemIDList.ItemList[index];

I always get the runtime error index out of range.
Im grateful for any kind of help which can lead me in right direction thanks!

So i managed to solve my problem. This is how it was done.

public class IDList : MonoBehaviour
{
    public static List<Item> ItemList = new List<Item>();

    public Object[] Items;

    void Awake()
    {

        Items = Resources.LoadAll("Items", typeof(Items));
        foreach (Item item in Items){
            Instantiate(item);
            ItemList.Add(item);  
        }
    }
}

If anyone have a better solution please feel free to share.
I can’t however see the attributes in the editor for each item. I guess i need a

CreateAssetMenuAttribute

for that. However it is not needed in this case.