### 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
Ref<Shader> grid_shader = memnew(Shader);
		grid_shader->set_code(R"(
// 3D editor grid shader.
shader_type spatial;
render_mode unshaded;
uniform bool orthogonal;
uniform float grid_size;
void vertex() {
	// From FLAG_SRGB_VERTEX_COLOR.
	if (!OUTPUT_IS_SRGB) {
		COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
	}
}
void fragment() {
	ALBEDO = COLOR.rgb;
	vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW;
	float angle_fade = abs(dot(dir, NORMAL));
	angle_fade = smoothstep(0.05, 0.2, angle_fade);
	vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
	vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
	vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;
	vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
	float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
	dist_fade = smoothstep(0.02, 0.3, dist_fade);
	ALPHA = COLOR.a * dist_fade * angle_fade;
}
)");
		for (int i = 0; i < 3; i++) {
			grid_mat[i].instantiate();
			grid_mat[i]->set_shader(grid_shader);