### 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)

_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ItemFont *item = memnew(ItemFont);
	item->def_font = p_def_font;
	item->def_size = true;
	_add_item(item, true);
}
void RichTextLabel::push_font(const Ref<Font> &p_font, int p_size) {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ERR_FAIL_COND(p_font.is_null());
	ItemFont *item = memnew(ItemFont);
	item->font = p_font;
	item->font_size = p_size;
	_add_item(item, true);
}
void RichTextLabel::push_normal() {