### 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
for (int i = 0; i < gizmos.size(); i++) {
							Ref<EditorNode3DGizmo> seg = gizmos[i];
							if ((!seg.is_valid())) {
								continue;
							}
							int gizmo_handle = -1;
							bool gizmo_secondary = false;
							seg->handles_intersect_ray(camera, _edit.mouse_pos, b->is_shift_pressed(), gizmo_handle, gizmo_secondary);
							if (gizmo_handle != -1) {
								_edit.gizmo = seg;
								_edit.gizmo_handle = gizmo_handle;
								_edit.gizmo_handle_secondary = gizmo_secondary;
								_edit.gizmo_initial_value = seg->get_handle_value(gizmo_handle, gizmo_secondary);
								intersected_handle = true;
								break;
							}
						}
						if (intersected_handle) {
							break;
						}
					}
					
					if (_transform_gizmo_select(_edit.mouse_pos)) {
						break;
					}
					
					if (can_select_gizmos) {
						Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(spatial_editor->get_single_selected_node());
						Vector<Ref<Node3DGizmo>> gizmos = spatial_editor->get_single_selected_node()->get_gizmos();
						bool intersected_subgizmo = false;