### 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)

#include "rich_text_label.h"
#include "core/input/input_map.h"
#include "core/math/math_defs.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/string/translation.h"
#include "scene/gui/label.h"
#include "scene/resources/atlas_texture.h"
#include "scene/scene_string_names.h"
#include "servers/display_server.h"
#include "modules/modules_enabled.gen.h" 
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
RichTextLabel::Item *RichTextLabel::_get_next_item(Item *p_item, bool p_free) const {