### 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
memdelete(instantiated_scene);
			return false;
		}
	}
	if (scene != nullptr) {
		instantiated_scene->set_scene_file_path(ProjectSettings::get_singleton()->localize_path(path));
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->add_do_method(parent, "add_child", instantiated_scene, true);
	undo_redo->add_do_method(instantiated_scene, "set_owner", EditorNode::get_singleton()->get_edited_scene());
	undo_redo->add_do_reference(instantiated_scene);
	undo_redo->add_undo_method(parent, "remove_child", instantiated_scene);
	String new_name = parent->validate_child_name(instantiated_scene);
	EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
	undo_redo->add_do_method(ed, "live_debug_instantiate_node", EditorNode::get_singleton()->get_edited_scene()->get_path_to(parent), path, new_name);
	undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(EditorNode::get_singleton()->get_edited_scene()->get_path_to(parent)) + "/" + new_name));
	Node3D *node3d = Object::cast_to<Node3D>(instantiated_scene);
	if (node3d) {
		Transform3D gl_transform;
		Node3D *parent_node3d = Object::cast_to<Node3D>(parent);
		if (parent_node3d) {
			gl_transform = parent_node3d->get_global_gizmo_transform();
		}
		gl_transform.origin = preview_node_pos;
		gl_transform.basis *= node3d->get_transform().basis;
		undo_redo->add_do_method(instantiated_scene, "set_global_transform", gl_transform);
	}
	return true;
}
void Node3DEditorViewport::_perform_drop_data() {