### 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
if (!spatial_editor->is_gizmo_visible()) {
		return false;
	}
	if (get_selected_count() == 0) {
		if (p_highlight_only) {
			spatial_editor->select_gizmo_highlight_axis(-1);
		}
		return false;
	}
	Vector3 ray_pos = _get_ray_pos(p_screenpos);
	Vector3 ray = _get_ray(p_screenpos);
	Transform3D gt = spatial_editor->get_gizmo_transform();
	if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
		int col_axis = -1;
		real_t col_d = 1e20;
		for (int i = 0; i < 3; i++) {
			const Vector3 grabber_pos = gt.origin + gt.basis.get_column(i).normalized() * gizmo_scale * (GIZMO_ARROW_OFFSET + (GIZMO_ARROW_SIZE * 0.5));
			const real_t grabber_radius = gizmo_scale * GIZMO_ARROW_SIZE;
			Vector3 r;
			if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) {
				const real_t d = r.distance_to(ray_pos);
				if (d < col_d) {
					col_d = d;