### 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
surftool->add_vertex(points[3]);
				Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
				plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
				plane_mat->set_on_top_of_alpha();
				plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
				plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
				plane_mat->set_albedo(col);
				plane_gizmo_color[i] = plane_mat; /
				surftool->set_material(plane_mat);
				surftool->commit(move_plane_gizmo[i]);
				Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
				plane_mat_hl->set_albedo(albedo);
				plane_gizmo_color_hl[i] = plane_mat_hl; /
			}
			/
			{
				Ref<SurfaceTool> surftool = memnew(SurfaceTool);
				surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
				int n = 128; /
				int m = 3; /
				real_t step = Math_TAU / n;
				for (int j = 0; j < n; ++j) {
					Basis basis = Basis(ivec, j * step);
					Vector3 vertex = basis.xform(ivec2 * GIZMO_CIRCLE_SIZE);
					for (int k = 0; k < m; ++k) {
						Vector2 ofs = Vector2(Math::cos((Math_TAU * k) / m), Math::sin((Math_TAU * k) / m));
						Vector3 normal = ivec * ofs.x + ivec2 * ofs.y;
						surftool->set_normal(basis.xform(normal));
						surftool->add_vertex(vertex);
					}