### 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);
	ERR_FAIL_COND(p_columns < 1);
	ItemTable *item = memnew(ItemTable);
	item->columns.resize(p_columns);
	item->total_width = 0;
	item->inline_align = p_alignment;
	item->align_to_row = p_align_to_row;
	for (int i = 0; i < (int)item->columns.size(); i++) {
		item->columns[i].expand = false;
		item->columns[i].expand_ratio = 1;
	}
	_add_item(item, true, false);
}
void RichTextLabel::push_fade(int p_start_index, int p_length) {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type == ITEM_TABLE);
	ItemFade *item = memnew(ItemFade);
	item->starting_index = p_start_index;
	item->length = p_length;
	_add_item(item, true);
}
void RichTextLabel::push_shake(int p_strength = 10, float p_rate = 24.0f, bool p_connected = true) {