### 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)

if ((int)p_frame->lines.size() - 1 <= p_frame->first_invalid_line) {
		p_frame->first_invalid_line = (int)p_frame->lines.size() - 1;
	}
}
void RichTextLabel::add_text(const String &p_text) {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	if (current->type == ITEM_TABLE) {
		return; 
	}
	int pos = 0;
	while (pos < p_text.length()) {
		int end = p_text.find("\n", pos);
		String line;
		bool eol = false;
		if (end == -1) {
			end = p_text.length();
		} else {
			eol = true;
		}
		if (pos == 0 && end == p_text.length()) {
			line = p_text;
		} else {