### 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 use_bbcode;
}
String RichTextLabel::get_parsed_text() const {
	String txt = "";
	Item *it = main;
	while (it) {
		if (it->type == ITEM_DROPCAP) {
			ItemDropcap *dc = static_cast<ItemDropcap *>(it);
			txt += dc->text;
		} else if (it->type == ITEM_TEXT) {
			ItemText *t = static_cast<ItemText *>(it);
			txt += t->text;
		} else if (it->type == ITEM_NEWLINE) {
			txt += "\n";
		} else if (it->type == ITEM_IMAGE) {
			txt += " ";
		} else if (it->type == ITEM_INDENT || it->type == ITEM_LIST) {
			txt += "\t";
		}
		it = _get_next_item(it, true);
	}
	return txt;
}
void RichTextLabel::set_text_direction(Control::TextDirection p_text_direction) {