### 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 factor = (1.0 / inertia) * p_interp_delta;
			
			camera_cursor.eye_pos = old_camera_cursor.eye_pos.lerp(cursor.eye_pos, CLAMP(factor, 0, 1));
			const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia");
			camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
			camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
			if (Math::abs(camera_cursor.x_rot - cursor.x_rot) < 0.1) {
				camera_cursor.x_rot = cursor.x_rot;
			}
			if (Math::abs(camera_cursor.y_rot - cursor.y_rot) < 0.1) {
				camera_cursor.y_rot = cursor.y_rot;
			}
			Vector3 forward = to_camera_transform(camera_cursor).basis.xform(Vector3(0, 0, -1));
			camera_cursor.pos = camera_cursor.eye_pos + forward * camera_cursor.distance;
		} else {
			const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia");
			const real_t translation_inertia = EDITOR_GET("editors/3d/navigation_feel_inertia");
			const real_t zoom_inertia = EDITOR_GET("editors/3d/navigation_feel/zoom_inertia");
			camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
			camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
			if (Math::abs(camera_cursor.x_rot - cursor.x_rot) < 0.1) {
				camera_cursor.x_rot = cursor.x_rot;
			}
			if (Math::abs(camera_cursor.y_rot - cursor.y_rot) < 0.1) {
				camera_cursor.y_rot = cursor.y_rot;
			}
			camera_cursor.pos = old_camera_cursor.pos.lerp(cursor.pos, MIN(1.f, p_interp_delta * (1 / translation_inertia)));
			camera_cursor.distance = Math::lerp(old_camera_cursor.distance, cursor.distance, MIN((real_t)1.0, p_interp_delta * (1 / zoom_inertia)));
		}
	}