### 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
}
		grid_enable[0] = EDITOR_GET("editors/3d/grid_xy_plane");
		grid_enable[1] = EDITOR_GET("editors/3d/grid_yz_plane");
		grid_enable[2] = EDITOR_GET("editors/3d/grid_xz_plane");
		grid_visible[0] = grid_enable[0];
		grid_visible[1] = grid_enable[1];
		grid_visible[2] = grid_enable[2];
		_init_grid();
		origin = RenderingServer::get_singleton()->mesh_create();
		Array d;
		d.resize(RS::ARRAY_MAX);
		d[RenderingServer::ARRAY_VERTEX] = origin_points;
		d[RenderingServer::ARRAY_COLOR] = origin_colors;
		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(origin, RenderingServer::PRIMITIVE_LINES, d);
		RenderingServer::get_singleton()->mesh_surface_set_material(origin, 0, indicator_mat->get_rid());
		origin_instance = RenderingServer::get_singleton()->instance_create2(origin, get_tree()->get_root()->get_world_3d()->get_scenario());
		RS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
		RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
		RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
		RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, RS::SHADOW_CASTING_SETTING_OFF);
	}
	{
		/
		/
		Vector3 ivec = Vector3(0, 0, -1);
		Vector3 nivec = Vector3(-1, -1, 0);
		Vector3 ivec2 = Vector3(-1, 0, 0);
		Vector3 ivec3 = Vector3(0, -1, 0);
		for (int i = 0; i < 3; i++) {
			Color col;