### 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
const float MAX_DISTANCE = 50.0;
	const float FALLBACK_DISTANCE = 5.0;
	Vector3 world_ray = _get_ray(p_pos);
	Vector3 world_pos = _get_ray_pos(p_pos);
	PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
	PhysicsDirectSpaceState3D::RayParameters ray_params;
	ray_params.from = world_pos;
	ray_params.to = world_pos + world_ray * camera->get_far();
	PhysicsDirectSpaceState3D::RayResult result;
	if (ss->intersect_ray(ray_params, result)) {
		return result.position;
	}
	const bool is_orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
	/
	Vector3 intersection;
	Plane plane(Vector3(0, 1, 0));
	if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
		if (is_orthogonal || world_pos.distance_to(intersection) <= MAX_DISTANCE) {
			return intersection;
		}
	}
	/
	if (is_orthogonal) {
		plane = Plane(world_ray, cursor.pos - world_ray * (cursor.distance - FALLBACK_DISTANCE));
	} else {
		plane = Plane(world_ray, world_pos + world_ray * FALLBACK_DISTANCE);
	}
	if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
		return intersection;