### 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
/
					if (p_shift) {
						motion = motion_mask.dot(motion) * motion_mask;
					}
				}
			} else {
				const real_t center_click_dist = click.distance_to(_edit.center);
				const real_t center_inters_dist = intersection.distance_to(_edit.center);
				if (center_click_dist == 0) {
					break;
				}
				const real_t scale = center_inters_dist - center_click_dist;
				motion = Vector3(scale, scale, scale);
			}
			motion /= click.distance_to(_edit.center);
			/
			bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW);
			if (_edit.snap || spatial_editor->is_snap_enabled()) {
				snap = spatial_editor->get_scale_snap() / 100;
			}
			Vector3 motion_snapped = motion;
			motion_snapped.snap(Vector3(snap, snap, snap));
			/
			/
			set_message(TTR("Scaling:") + " (" + String::num(motion_snapped.x, snap_step_decimals) + ", " +
					String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
			if (local_coords) {
				motion = _edit.original.basis.inverse().xform(motion);
			}
			List<Node *> &selection = editor_selection->get_selected_node_list();