### 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)

a.append(Color::html(values[j]));
			} else if (!nodepath.search(values[j]).is_null()) {
				if (values[j].begins_with("$")) {
					String v = values[j].substr(1, values[j].length());
					a.append(NodePath(v));
				}
			} else if (!boolean.search(values[j]).is_null()) {
				if (values[j] == "true") {
					a.append(true);
				} else if (values[j] == "false") {
					a.append(false);
				}
			} else if (!decimal.search(values[j]).is_null()) {
				a.append(values[j].to_float());
			} else if (!numerical.search(values[j]).is_null()) {
				a.append(values[j].to_int());
			} else {
				a.append(values[j]);
			}
		}
#endif
		if (values.size() > 1) {
			d[key] = a;
		} else if (values.size() == 1) {
			d[key] = a[0];
		}
	}
	return d;
}
RichTextLabel::RichTextLabel(const String &p_text) {