### 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
return;
	}
	if (!maximized) {
		for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
			if (i == (uint32_t)index) {
				viewports[i]->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
			} else {
				viewports[i]->hide();
			}
		}
	} else {
		for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
			viewports[i]->show();
		}
		if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT))) {
			_menu_item_pressed(MENU_VIEW_USE_1_VIEWPORT);
		} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS))) {
			_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS);
		} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT))) {
			_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS_ALT);
		} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS))) {
			_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS);
		} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT))) {
			_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS_ALT);
		} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS))) {
			_menu_item_pressed(MENU_VIEW_USE_4_VIEWPORTS);
		}
	}
}
void Node3DEditor::_node_added(Node *p_node) {