### 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 selection.enabled;
}
bool RichTextLabel::is_deselect_on_focus_loss_enabled() const {
	return deselect_on_focus_loss_enabled;
}
void RichTextLabel::set_drag_and_drop_selection_enabled(const bool p_enabled) {
	drag_and_drop_selection_enabled = p_enabled;
}
bool RichTextLabel::is_drag_and_drop_selection_enabled() const {
	return drag_and_drop_selection_enabled;
}
int RichTextLabel::get_selection_from() const {
	if (!selection.active || !selection.enabled) {
		return -1;
	}
	return selection.from_frame->lines[selection.from_line].char_offset + selection.from_char;
}
int RichTextLabel::get_selection_to() const {
	if (!selection.active || !selection.enabled) {
		return -1;
	}
	return selection.to_frame->lines[selection.to_line].char_offset + selection.to_char - 1;
}
void RichTextLabel::set_text(const String &p_bbcode) {