### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Pop!_OS 22.04 LTS - Vulkan (Compatibility) - NVIDIA GeForce MX350 (nvidia; 525.116.04) - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads)

### Issue description

When I use the color picker to change a color, I can paste an HTML color code or write it myself. I can also prefix my text with a `#`  &mdash; the color picker will accept it as a valid color and update the corresponding element with that color. This is especially useful when I copy an HTML color code from a color palette like the one on lospec.com, since they always have a hash in front of them.

However, I cannot paste HTML color codes with surrounding spaces into this text box, even though the color code (without the spaces) is valid.

I would definitely call this behaviour a bug, since other programs like Affinity Designer, Blender or Gimp are very permissive about the input of HTML color codes. Or according to Jon Postel, *Be conservative in what you send, be liberal in what you accept.*

### Steps to reproduce

Preparation: 

1. create a new Godot project
2. create a new 2d scene
3. add a ColorRect node.
4. open the color picker for the color attribute in the inspector tab.

Explore the bug:

1. enter a valid HTML color code like `000` (black) => color is updated.
2. enter a valid HTML color code like `#fff` (white) => color is updated.
3. enter a valid HTML color code with leading space, for example `   #000` => color is not updated.
4. enter a valid HTML color code like `#000`(black) => color is updated.
5. enter a valid HTML color code with surrounding spaces, e.g. `   fff   ` => color is not updated.
6. enter a valid HTML color code like `fff`=> color is updated.

### Minimal reproduction project

N/A
col.a = 0;
				colors2.set(3, col);
				c->draw_polygon(points, colors2);
				break;
			}
			default: {
			}
		}
		int x;
		int y;
		if (actual_shape == SHAPE_VHS_CIRCLE || actual_shape == SHAPE_OKHSL_CIRCLE) {
			x = center.x + (center.x * Math::cos(h * Math_TAU) * s) - (theme_cache.picker_cursor->get_width() / 2);
			y = center.y + (center.y * Math::sin(h * Math_TAU) * s) - (theme_cache.picker_cursor->get_height() / 2);
		} else {
			real_t corner_x = (c == wheel_uv) ? center.x - Math_SQRT12 * c->get_size().width * 0.42 : 0;
			real_t corner_y = (c == wheel_uv) ? center.y - Math_SQRT12 * c->get_size().height * 0.42 : 0;
			Size2 real_size(c->get_size().x - corner_x * 2, c->get_size().y - corner_y * 2);
			x = CLAMP(real_size.x * s, 0, real_size.x) + corner_x - (theme_cache.picker_cursor->get_width() / 2);
			y = CLAMP(real_size.y - real_size.y * v, 0, real_size.y) + corner_y - (theme_cache.picker_cursor->get_height() / 2);
		}
		c->draw_texture(theme_cache.picker_cursor, Point2(x, y));
		col.set_hsv(h, 1, 1);
		if (actual_shape == SHAPE_HSV_WHEEL) {
			points.resize(4);
			double h1 = h - (0.5 / 360);
			double h2 = h + (0.5 / 360);
			points.set(0, Point2(center.x + (center.x * Math::cos(h1 * Math_TAU)), center.y + (center.y * Math::sin(h1 * Math_TAU))));
			points.set(1, Point2(center.x + (center.x * Math::cos(h1 * Math_TAU) * 0.84), center.y + (center.y * Math::sin(h1 * Math_TAU) * 0.84)));
			points.set(2, Point2(center.x + (center.x * Math::cos(h2 * Math_TAU)), center.y + (center.y * Math::sin(h2 * Math_TAU))));
			points.set(3, Point2(center.x + (center.x * Math::cos(h2 * Math_TAU) * 0.84), center.y + (center.y * Math::sin(h2 * Math_TAU) * 0.84)));