### 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
float aspect = ss.aspect();
		Size2 s = get_size();
		Rect2 draw_rect;
		switch (previewing->get_keep_aspect_mode()) {
			case Camera3D::KEEP_WIDTH: {
				draw_rect.size = Size2(s.width, s.width / aspect);
				draw_rect.position.x = 0;
				draw_rect.position.y = (s.height - draw_rect.size.y) * 0.5;
			} break;
			case Camera3D::KEEP_HEIGHT: {
				draw_rect.size = Size2(s.height * aspect, s.height);
				draw_rect.position.y = 0;
				draw_rect.position.x = (s.width - draw_rect.size.x) * 0.5;
			} break;
		}
		draw_rect = Rect2(Vector2(), s).intersection(draw_rect);
		surface->draw_rect(draw_rect, Color(0.6, 0.6, 0.1, 0.5), false, Math::round(2 * EDSCALE));
	} else {
		if (zoom_indicator_delay > 0.0) {
			if (is_freelook_active()) {
				/
				real_t min_speed = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN);
				real_t max_speed = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX);
				real_t scale_length = (max_speed - min_speed);
				if (!Math::is_zero_approx(scale_length)) {
					real_t logscale_t = 1.0 - Math::log1p(freelook_speed - min_speed) / Math::log1p(scale_length);
					/
					const int precision = freelook_speed < 1.0 ? 2 : 1;
					draw_indicator_bar(
							*surface,