### 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)

fc->set_opentype_features(features);
				if (def_font != CUSTOM_FONT) {
					_push_def_font_var(def_font, fc);
				} else {
					push_font(fc);
				}
			}
			pos = brk_end + 1;
			tag_stack.push_front(tag.substr(0, value_pos));
		} else if (tag.begins_with("font=")) {
			String fnt = tag.substr(5, tag.length()).unquote();
			Ref<Font> fc = ResourceLoader::load(fnt, "Font");
			if (fc.is_valid()) {
				push_font(fc);
			}
			pos = brk_end + 1;
			tag_stack.push_front("font");
		} else if (tag.begins_with("font ")) {
			Vector<String> subtag = tag.substr(2, tag.length()).split(" ");
			_normalize_subtags(subtag);
			Ref<Font> font = theme_cache.normal_font;
			DefaultFont def_font = NORMAL_FONT;
			ItemFont *font_it = _find_font(current);
			if (font_it) {
				if (font_it->font.is_valid()) {
					font = font_it->font;
					def_font = font_it->def_font;
				}
			}
			Ref<FontVariation> fc;