### 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
}
	/
	return world_pos + world_ray * FALLBACK_DISTANCE;
}
AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform) {
	AABB bounds;
	const VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(p_parent);
	if (visual_instance) {
		bounds = visual_instance->get_aabb();
	}
	for (int i = 0; i < p_parent->get_child_count(); i++) {
		Node3D *child = Object::cast_to<Node3D>(p_parent->get_child(i));
		if (child) {
			AABB child_bounds = _calculate_spatial_bounds(child, false);
			if (bounds.size == Vector3() && p_parent) {
				bounds = child_bounds;
			} else {
				bounds.merge_with(child_bounds);
			}
		}
	}
	if (bounds.size == Vector3() && !p_parent) {
		bounds = AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4));
	}
	if (!p_exclude_top_level_transform) {
		bounds = p_parent->get_transform().xform(bounds);
	}
	return bounds;
}
Node *Node3DEditorViewport::_sanitize_preview_node(Node *p_node) const {