### 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
}
			static const float orthogonal_threshold = Math::cos(Math::deg_to_rad(87.0f));
			bool axis_is_orthogonal = ABS(plane.normal.dot(global_axis)) < orthogonal_threshold;
			double angle = 0.0f;
			if (axis_is_orthogonal) {
				_edit.show_rotation_line = false;
				Vector3 projection_axis = plane.normal.cross(global_axis);
				Vector3 delta = intersection - click;
				float projection = delta.dot(projection_axis);
				angle = (projection * (Math_PI / 2.0f)) / (gizmo_scale * GIZMO_CIRCLE_SIZE);
			} else {
				_edit.show_rotation_line = true;
				Vector3 click_axis = (click - _edit.center).normalized();
				Vector3 current_axis = (intersection - _edit.center).normalized();
				angle = click_axis.signed_angle_to(current_axis, global_axis);
			}
			if (_edit.snap || spatial_editor->is_snap_enabled()) {
				snap = spatial_editor->get_rotate_snap();
			}
			angle = Math::rad_to_deg(angle) + snap * 0.5; /
			angle -= Math::fmod(angle, snap);
			set_message(vformat(TTR("Rotating %s degrees."), String::num(angle, snap_step_decimals)));
			angle = Math::deg_to_rad(angle);
			bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW); /
			List<Node *> &selection = editor_selection->get_selected_node_list();
			for (Node *E : selection) {
				Node3D *sp = Object::cast_to<Node3D>(E);
				if (!sp) {
					continue;
				}