### 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 context_menu_enabled;
}
void RichTextLabel::set_shortcut_keys_enabled(bool p_enabled) {
	shortcut_keys_enabled = p_enabled;
}
bool RichTextLabel::is_shortcut_keys_enabled() const {
	return shortcut_keys_enabled;
}
PopupMenu *RichTextLabel::get_menu() const {
	if (!menu) {
		const_cast<RichTextLabel *>(this)->_generate_context_menu();
	}
	return menu;
}
bool RichTextLabel::is_menu_visible() const {
	return menu && menu->is_visible();
}
String RichTextLabel::get_selected_text() const {
	if (!selection.active || !selection.enabled) {
		return "";
	}
	String txt;
	int to_line = main->first_invalid_line.load();
	for (int i = 0; i < to_line; i++) {
		txt += _get_line_text(main, i, selection);
	}
	return txt;
}
void RichTextLabel::deselect() {