### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX330 (NVIDIA; 30.0.15.1169) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

Calling `RichTextLabel`'s `select_all` method has no visual indicator, but it must have one. 

### Steps to reproduce

- Add `RichTextLabel` node
- Set `selection_enabled` value to be `true`
- Call `$RichTextLabel.select_all() `method in `_ready`

### Minimal reproduction project

[RichTextLabel_bug.zip](https://github.com/godotengine/godot/files/12098913/RichTextLabel_bug.zip)

return visible_ratio;
}
void RichTextLabel::set_effects(Array p_effects) {
	custom_effects = p_effects;
	if ((!text.is_empty()) && use_bbcode) {
		parse_bbcode(atr(text));
	}
}
Array RichTextLabel::get_effects() {
	return custom_effects;
}
void RichTextLabel::install_effect(const Variant effect) {
	Ref<RichTextEffect> rteffect;
	rteffect = effect;
	ERR_FAIL_COND_MSG(rteffect.is_null(), "Invalid RichTextEffect resource.");
	custom_effects.push_back(effect);
	if ((!text.is_empty()) && use_bbcode) {
		parse_bbcode(atr(text));
	}
}
int RichTextLabel::get_content_height() const {