### 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
real_t min_fade_size = Math::pow(primary_grid_steps, float(division_level_min));
		real_t max_fade_size = Math::pow(primary_grid_steps, float(division_level_max));
		fade_size = CLAMP(fade_size, min_fade_size, max_fade_size);
		real_t grid_fade_size = (grid_size - primary_grid_steps) * fade_size;
		grid_mat[c]->set_shader_parameter("grid_size", grid_fade_size);
		grid_mat[c]->set_shader_parameter("orthogonal", orthogonal);
		/
		Vector<Vector3> &ref_grid = grid_points[c];
		Vector<Vector3> &ref_grid_normals = grid_normals[c];
		Vector<Color> &ref_grid_colors = grid_colors[c];
		/
		int expected_size = 0;
		for (int i = -grid_size; i <= grid_size; i++) {
			const real_t position_a = center_a + i * small_step_size;
			const real_t position_b = center_b + i * small_step_size;
			/
			if (!(origin_enabled && Math::is_zero_approx(position_a))) {
				expected_size += 2;
			}
			if (!(origin_enabled && Math::is_zero_approx(position_b))) {
				expected_size += 2;
			}
		}
		int idx = 0;
		ref_grid.resize(expected_size);
		ref_grid_normals.resize(expected_size);
		ref_grid_colors.resize(expected_size);
		/
		for (int i = -grid_size; i <= grid_size; i++) {
			Color line_color;