### 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)

Dictionary d;
	for (int i = 0; i < p_expressions.size(); i++) {
		String expression = p_expressions[i];
		Array a;
		Vector<String> parts = expression.split("=", true);
		String key = parts[0];
		if (parts.size() != 2) {
			return d;
		}
		Vector<String> values = parts[1].split(",", false);
#ifdef MODULE_REGEX_ENABLED
		RegEx color = RegEx();
		color.compile("^#([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$");
		RegEx nodepath = RegEx();
		nodepath.compile("^\\$");
		RegEx boolean = RegEx();
		boolean.compile("^(true|false)$");
		RegEx decimal = RegEx();
		decimal.compile("^-?^.?\\d+(\\.\\d+?)?$");
		RegEx numerical = RegEx();
		numerical.compile("^\\d+$");
		for (int j = 0; j < values.size(); j++) {
			if (!color.search(values[j]).is_null()) {