### 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
Vector3 ray = _get_ray(p_pos);
	Vector3 pos = _get_ray_pos(p_pos);
	Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
	HashSet<Node3D *> found_nodes;
	for (int i = 0; i < instances.size(); i++) {
		Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
		if (!spat) {
			continue;
		}
		if (found_nodes.has(spat)) {
			continue;
		}
		if (!p_include_locked_nodes && _is_node_locked(spat)) {
			continue;
		}
		Vector<Ref<Node3DGizmo>> gizmos = spat->get_gizmos();
		for (int j = 0; j < gizmos.size(); j++) {
			Ref<EditorNode3DGizmo> seg = gizmos[j];
			if (!seg.is_valid()) {
				continue;
			}
			Vector3 point;
			Vector3 normal;
			bool inters = seg->intersect_ray(camera, p_pos, point, normal);
			if (!inters) {
				continue;
			}