### 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
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Snap Nodes to Floor"));
			/
			for (int i = 0; i < keys.size(); i++) {
				Node *node = Object::cast_to<Node>(keys[i]);
				Node3D *sp = Object::cast_to<Node3D>(node);
				Dictionary d = snap_data[node];
				Vector3 from = d["from"];
				Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
				HashSet<RID> excluded = _get_physics_bodies_rid(sp);
				PhysicsDirectSpaceState3D::RayParameters ray_params;
				ray_params.from = from;
				ray_params.to = to;
				ray_params.exclude = excluded;
				if (ss->intersect_ray(ray_params, result)) {
					Vector3 position_offset = d["position_offset"];
					Transform3D new_transform = sp->get_global_transform();
					new_transform.origin.y = result.position.y;
					new_transform.origin = new_transform.origin - position_offset;
					undo_redo->add_do_method(sp, "set_global_transform", new_transform);
					undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_transform());
				}
			}
			undo_redo->commit_action();
		} else {
			EditorNode::get_singleton()->show_warning(TTR("Couldn't find a solid floor to snap the selection to."));
		}
	}
}
void Node3DEditor::shortcut_input(const Ref<InputEvent> &p_event) {