### 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
line_bgn[a] = bgn_a;
				line_end[a] = end_a;
				ref_grid.set(idx, line_bgn);
				ref_grid.set(idx + 1, line_end);
				ref_grid_colors.set(idx, line_color);
				ref_grid_colors.set(idx + 1, line_color);
				ref_grid_normals.set(idx, normal);
				ref_grid_normals.set(idx + 1, normal);
				idx += 2;
			}
		}
		/
		grid[c] = RenderingServer::get_singleton()->mesh_create();
		Array d;
		d.resize(RS::ARRAY_MAX);
		d[RenderingServer::ARRAY_VERTEX] = grid_points[c];
		d[RenderingServer::ARRAY_COLOR] = grid_colors[c];
		d[RenderingServer::ARRAY_NORMAL] = grid_normals[c];
		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(grid[c], RenderingServer::PRIMITIVE_LINES, d);
		RenderingServer::get_singleton()->mesh_surface_set_material(grid[c], 0, grid_mat[c]->get_rid());
		grid_instance[c] = RenderingServer::get_singleton()->instance_create2(grid[c], get_tree()->get_root()->get_world_3d()->get_scenario());
		/
		RenderingServer::get_singleton()->instance_set_visible(grid_instance[c], grid_visible[a]);
		RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[c], RS::SHADOW_CASTING_SETTING_OFF);
		RS::get_singleton()->instance_set_layer_mask(grid_instance[c], 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
		RS::get_singleton()->instance_geometry_set_flag(grid_instance[c], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
		RS::get_singleton()->instance_geometry_set_flag(grid_instance[c], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	}
}
void Node3DEditor::_finish_indicators() {