### Godot version

4.1.dev (4d5f10fc3a)

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

When panning the 3D View it will move the world in the direction opposite you are panning instead of going in the direction you are panning. This is a bug as in for example in 2D view the world is moved in the direction you are panning and the only other 3D program view I know (blender) do move the world in the direction you are panning.

### Steps to reproduce

1. open 3D view
2. Pan with a Trackpad
3. try the same on 2D or on another program doing 3DView

### Minimal reproduction project

N/A
const real_t dist = pos.distance_to(point);
			if (dist < 0) {
				continue;
			}
			found_nodes.insert(spat);
			_RayResult res;
			res.item = spat;
			res.depth = dist;
			r_results.push_back(res);
			break;
		}
	}
	r_results.sort();
}
Vector3 Node3DEditorViewport::_get_screen_to_space(const Vector3 &p_vector3) {
	Projection cm;
	if (orthogonal) {
		cm.set_orthogonal(camera->get_size(), get_size().aspect(), get_znear() + p_vector3.z, get_zfar());
	} else {
		cm.set_perspective(get_fov(), get_size().aspect(), get_znear() + p_vector3.z, get_zfar());
	}
	Vector2 screen_he = cm.get_viewport_half_extents();
	Transform3D camera_transform;
	camera_transform.translate_local(cursor.pos);
	camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
	camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
	camera_transform.translate_local(0, 0, cursor.distance);
	return camera_transform.xform(Vector3(((p_vector3.x / get_size().width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (p_vector3.y / get_size().height)) * 2.0 - 1.0) * screen_he.y, -(get_znear() + p_vector3.z)));
}
void Node3DEditorViewport::_select_region() {