### 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
info_label->set_visible(show_info);
			}
			Camera3D *current_camera;
			if (previewing) {
				current_camera = previewing;
			} else {
				current_camera = camera;
			}
			if (show_info) {
				const String viewport_size = vformat(String::utf8("%d × %d"), viewport->get_size().x, viewport->get_size().y);
				String text;
				text += vformat(TTR("X: %s\n"), rtos(current_camera->get_position().x).pad_decimals(1));
				text += vformat(TTR("Y: %s\n"), rtos(current_camera->get_position().y).pad_decimals(1));
				text += vformat(TTR("Z: %s\n"), rtos(current_camera->get_position().z).pad_decimals(1));
				text += "\n";
				text += vformat(
						TTR("Size: %s (%.1fMP)\n"),
						viewport_size,
						viewport->get_size().x * viewport->get_size().y * 0.000001);
				text += "\n";
				text += vformat(TTR("Objects: %d\n"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_OBJECTS_IN_FRAME));
				text += vformat(TTR("Primitive Indices: %d\n"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_PRIMITIVES_IN_FRAME));
				text += vformat(TTR("Draw Calls: %d"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_DRAW_CALLS_IN_FRAME));
				info_label->set_text(text);
			}
			/
			bool show_fps = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME));
			if (show_fps != fps_label->is_visible()) {
				cpu_time_label->set_visible(show_fps);
				gpu_time_label->set_visible(show_fps);