### 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);
	ItemFGColor *item = memnew(ItemFGColor);
	item->color = p_color;
	_add_item(item, true);
}
void RichTextLabel::push_customfx(Ref<RichTextEffect> p_custom_effect, Dictionary p_environment) {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ItemCustomFX *item = memnew(ItemCustomFX);
	item->custom_effect = p_custom_effect;
	item->char_fx_transform->environment = p_environment;
	_add_item(item, true);
	set_process_internal(true);
}
void RichTextLabel::push_context() {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ItemContext *item = memnew(ItemContext);
	_add_item(item, true);
}
void RichTextLabel::set_table_column_expand(int p_column, bool p_expand, int p_ratio) {