### 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
int shadowmap_size = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_size");
	bool shadowmap_16_bits = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_16_bits");
	int atlas_q0 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv");
	int atlas_q1 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv");
	int atlas_q2 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv");
	int atlas_q3 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv");
	viewport->set_positional_shadow_atlas_size(shadowmap_size);
	viewport->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
	viewport->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
	_update_shrink();
	
	const int msaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/msaa_3d");
	viewport->set_msaa_3d(Viewport::MSAA(msaa_mode));
	const int ssaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/screen_space_aa");
	viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
	const bool use_taa = GLOBAL_GET("rendering/anti_aliasing/quality/use_taa");
	viewport->set_use_taa(use_taa);
	const bool transparent_background = GLOBAL_GET("rendering/viewport/transparent_background");
	viewport->set_transparent_background(transparent_background);
	const bool use_debanding = GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding");