### 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 autowrap_mode;
}
void RichTextLabel::set_visible_ratio(float p_ratio) {
	if (visible_ratio != p_ratio) {
		_stop_thread();
		if (p_ratio >= 1.0) {
			visible_characters = -1;
			visible_ratio = 1.0;
		} else if (p_ratio < 0.0) {
			visible_characters = 0;
			visible_ratio = 0.0;
		} else {
			visible_characters = get_total_character_count() * p_ratio;
			visible_ratio = p_ratio;
		}
		if (visible_chars_behavior == TextServer::VC_CHARS_BEFORE_SHAPING) {
			main->first_invalid_line.store(0); 
			_validate_line_caches();
		}
		queue_redraw();
	}
}
float RichTextLabel::get_visible_ratio() const {