### 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)

selection.active = false;
	queue_redraw();
}
void RichTextLabel::selection_copy() {
	String txt = get_selected_text();
	if (!txt.is_empty()) {
		DisplayServer::get_singleton()->clipboard_set(txt);
	}
}
void RichTextLabel::select_all() {
	if (!selection.enabled) {
		return;
	}
	Item *it = main;
	Item *from_item = nullptr;
	Item *to_item = nullptr;
	while (it) {
		if (it->type != ITEM_FRAME) {
			if (!from_item) {
				from_item = it;
			} else {
				to_item = it;
			}