### 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
/
	RS::get_singleton()->instance_set_layer_mask(si->sbox_instance, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
	RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_offset, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_offset, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_offset, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	si->sbox_instance_xray = RenderingServer::get_singleton()->instance_create2(
			selection_box_xray->get_rid(),
			sp->get_world_3d()->get_scenario());
	si->sbox_instance_xray_offset = RenderingServer::get_singleton()->instance_create2(
			selection_box_xray->get_rid(),
			sp->get_world_3d()->get_scenario());
	RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
			si->sbox_instance_xray,
			RS::SHADOW_CASTING_SETTING_OFF);
	RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
			si->sbox_instance_xray_offset,
			RS::SHADOW_CASTING_SETTING_OFF);
	/
	/
	RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_xray, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
	RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_xray_offset, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray_offset, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
	RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray_offset, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	return si;
}
void Node3DEditor::_generate_selection_boxes() {