### 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
viewport->set_use_debanding(use_debanding);
	const bool use_occlusion_culling = GLOBAL_GET("rendering/occlusion_culling/use_occlusion_culling");
	viewport->set_use_occlusion_culling(use_occlusion_culling);
	const float mesh_lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels");
	viewport->set_mesh_lod_threshold(mesh_lod_threshold);
	const Viewport::Scaling3DMode scaling_3d_mode = Viewport::Scaling3DMode(int(GLOBAL_GET("rendering/scaling_3d/mode")));
	viewport->set_scaling_3d_mode(scaling_3d_mode);
	const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
	viewport->set_scaling_3d_scale(scaling_3d_scale);
	const float fsr_sharpness = GLOBAL_GET("rendering/scaling_3d/fsr_sharpness");
	viewport->set_fsr_sharpness(fsr_sharpness);
	const float texture_mipmap_bias = GLOBAL_GET("rendering/textures/default_filters/texture_mipmap_bias");
	viewport->set_texture_mipmap_bias(texture_mipmap_bias);
}
void Node3DEditorViewport::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_READY: {
			EditorNode::get_singleton()->connect("project_settings_changed", callable_mp(this, &Node3DEditorViewport::_project_settings_changed));
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			bool vp_visible = is_visible_in_tree();
			set_process(vp_visible);
			set_physics_process(vp_visible);
			if (vp_visible) {
				orthogonal = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_ORTHOGONAL));
				_update_name();
				_update_camera(0);
			} else {
				set_freelook_active(false);
			}