### 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
top_right_vbox->set_anchors_and_offsets_preset(PRESET_TOP_RIGHT, PRESET_MODE_MINSIZE, 10.0 * EDSCALE);
	top_right_vbox->set_h_grow_direction(GROW_DIRECTION_BEGIN);
	/
	top_right_vbox->set_custom_minimum_size(Size2(100, 0) * EDSCALE);
	/
	top_right_vbox->add_theme_constant_override("separation", 0);
	const int navigation_control_size = 150;
	position_control = memnew(ViewportNavigationControl);
	position_control->set_navigation_mode(Node3DEditorViewport::NAVIGATION_MOVE);
	position_control->set_custom_minimum_size(Size2(navigation_control_size, navigation_control_size) * EDSCALE);
	position_control->set_h_size_flags(SIZE_SHRINK_END);
	position_control->set_anchor_and_offset(SIDE_LEFT, ANCHOR_BEGIN, 0);
	position_control->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -navigation_control_size * EDSCALE);
	position_control->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_BEGIN, navigation_control_size * EDSCALE);
	position_control->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, 0);
	position_control->set_viewport(this);
	surface->add_child(position_control);
	look_control = memnew(ViewportNavigationControl);
	look_control->set_navigation_mode(Node3DEditorViewport::NAVIGATION_LOOK);
	look_control->set_custom_minimum_size(Size2(navigation_control_size, navigation_control_size) * EDSCALE);
	look_control->set_h_size_flags(SIZE_SHRINK_END);
	look_control->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -navigation_control_size * EDSCALE);
	look_control->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -navigation_control_size * EDSCALE);
	look_control->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, 0);
	look_control->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, 0);
	look_control->set_viewport(this);
	surface->add_child(look_control);
	rotation_control = memnew(ViewportRotationControl);
	rotation_control->set_custom_minimum_size(Size2(80, 80) * EDSCALE);
	rotation_control->set_h_size_flags(SIZE_SHRINK_END);