### 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
reset_fov();
		}
	}
	
	
	if (freelook_active) {
		accept_event();
	}
}
void Node3DEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
	const NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
	real_t pan_speed = 1 / 150.0;
	if (p_event.is_valid() && nav_scheme == NAVIGATION_MAYA && p_event->is_shift_pressed()) {
		pan_speed *= 10;
	}
	Transform3D camera_transform;
	camera_transform.translate_local(cursor.pos);
	camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
	camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
	const bool invert_x_axis = EDITOR_GET("editors/3d/navigation/invert_x_axis");
	const bool invert_y_axis = EDITOR_GET("editors/3d/navigation/invert_y_axis");
	Vector3 translation(
			(invert_x_axis ? -1 : 1) * -p_relative.x * pan_speed,
			(invert_y_axis ? -1 : 1) * p_relative.y * pan_speed,
			0);
	translation *= cursor.distance / DISTANCE_DEFAULT;
	camera_transform.translate_local(translation);
	cursor.pos = camera_transform.origin;
}
void Node3DEditorViewport::_nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {