### 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);
	ERR_FAIL_COND(p_level < 0);
	ItemIndent *item = memnew(ItemIndent);
	item->level = p_level;
	_add_item(item, true, true);
}
void RichTextLabel::push_list(int p_level, ListType p_list, bool p_capitalize, const String &p_bullet) {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ERR_FAIL_COND(p_level < 0);
	ItemList *item = memnew(ItemList);
	item->list_type = p_list;
	item->level = p_level;
	item->capitalize = p_capitalize;
	item->bullet = p_bullet;
	_add_item(item, true, true);
}
void RichTextLabel::push_meta(const Variant &p_meta) {