### 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
Vector<Plane> frustum;
	Vector3 cam_pos = _get_camera_position();
	for (int i = 0; i < 4; i++) {
		Vector3 a = _get_screen_to_space(box[i]);
		Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
		if (orthogonal) {
			frustum.push_back(Plane((a - b).normalized(), a));
		} else {
			frustum.push_back(Plane(a, b, cam_pos));
		}
	}
	Plane near(-_get_camera_normal(), cam_pos);
	near.d -= get_znear();
	frustum.push_back(near);
	Plane far = -near;
	far.d += get_zfar();
	frustum.push_back(far);
	if (spatial_editor->get_single_selected_node()) {
		Node3D *single_selected = spatial_editor->get_single_selected_node();
		Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(single_selected);
		if (se) {
			Ref<EditorNode3DGizmo> old_gizmo;
			if (!clicked_wants_append) {
				se->subgizmos.clear();
				old_gizmo = se->gizmo;
				se->gizmo.unref();
			}
			bool found_subgizmos = false;
			Vector<Ref<Node3DGizmo>> gizmos = single_selected->get_gizmos();
			for (int j = 0; j < gizmos.size(); j++) {