### 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
shader_type canvas_item;
void fragment() {
	float x = UV.x - 0.5;
	float y = UV.y - 0.5;
	float a = atan(y, x);
	x += 0.001;
	y += 0.001;
	float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
	x -= 0.002;
	float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
	y -= 0.002;
	float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
	x += 0.002;
	float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
	COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);
}
)");
	circle_shader.instantiate();
	circle_shader->set_code(R"(
// ColorPicker circle shader.
shader_type canvas_item;
uniform float v = 1.0;
void fragment() {
	float x = UV.x - 0.5;
	float y = UV.y - 0.5;
	float a = atan(y, x);
	x += 0.001;
	y += 0.001;
	float b = float(sqrt(x * x + y * y) < 0.5);
	x -= 0.002;