### 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
_edit.click_ray_pos = _get_ray_pos(p_point);
	_edit.plane = TRANSFORM_VIEW;
	spatial_editor->update_transform_gizmo();
	_edit.center = spatial_editor->get_gizmo_transform().origin;
	Node3D *selected = spatial_editor->get_single_selected_node();
	Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
	if (se && se->gizmo.is_valid()) {
		for (const KeyValue<int, Transform3D> &E : se->subgizmos) {
			int subgizmo_id = E.key;
			se->subgizmos[subgizmo_id] = se->gizmo->get_subgizmo_transform(subgizmo_id);
		}
		se->original_local = selected->get_transform();
		se->original = selected->get_global_transform();
	} else {
		List<Node *> &selection = editor_selection->get_selected_node_list();
		for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
			Node3D *sp = Object::cast_to<Node3D>(E->get());
			if (!sp) {
				continue;
			}
			Node3DEditorSelectedItem *sel_item = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
			if (!sel_item) {
				continue;
			}
			sel_item->original_local = sel_item->sp->get_local_gizmo_transform();
			sel_item->original = sel_item->sp->get_global_gizmo_transform();
		}
	}
}
static Key _get_key_modifier_setting(const String &p_property) {