### 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
CollisionShape3D *col_shape = *I;
					if (col_shape->get_shape().is_valid()) {
						aabb.merge_with(col_shape->get_global_transform().xform(col_shape->get_shape()->get_debug_mesh()->get_aabb()));
						found_valid_shape = true;
					}
				}
				if (found_valid_shape) {
					Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
					from = aabb.position + size;
					position_offset.y = from.y - sp->get_global_transform().origin.y;
				}
			}
			if (!found_valid_shape && vi.size()) {
				VisualInstance3D *begin = *vi.begin();
				AABB aabb = begin->get_global_transform().xform(begin->get_aabb());
				for (const VisualInstance3D *I : vi) {
					aabb.merge_with(I->get_global_transform().xform(I->get_aabb()));
				}
				Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
				from = aabb.position + size;
				position_offset.y = from.y - sp->get_global_transform().origin.y;
			} else if (!found_valid_shape) {
				from = sp->get_global_transform().origin;
			}
			/
			/
			/
			from = from + Vector3(0.0, 1, 0.0);
			Dictionary d;
			d["from"] = from;