### 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
memdelete(frame_time_gradient);
}
/
void Node3DEditorViewportContainer::gui_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
		if (mb->is_pressed()) {
			Vector2 size = get_size();
			int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
			int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
			int mid_w = size.width * ratio_h;
			int mid_h = size.height * ratio_v;
			dragging_h = mb->get_position().x > (mid_w - h_sep / 2) && mb->get_position().x < (mid_w + h_sep / 2);
			dragging_v = mb->get_position().y > (mid_h - v_sep / 2) && mb->get_position().y < (mid_h + v_sep / 2);
			drag_begin_pos = mb->get_position();
			drag_begin_ratio.x = ratio_h;
			drag_begin_ratio.y = ratio_v;
			switch (view) {
				case VIEW_USE_1_VIEWPORT: {
					dragging_h = false;
					dragging_v = false;
				} break;
				case VIEW_USE_2_VIEWPORTS: {
					dragging_h = false;
				} break;
				case VIEW_USE_2_VIEWPORTS_ALT: {
					dragging_v = false;