### 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
} break;
				case VIEW_USE_3_VIEWPORTS:
				case VIEW_USE_3_VIEWPORTS_ALT:
				case VIEW_USE_4_VIEWPORTS: {
					/
				} break;
			}
		} else {
			dragging_h = false;
			dragging_v = false;
		}
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		if (view == VIEW_USE_3_VIEWPORTS || view == VIEW_USE_3_VIEWPORTS_ALT || view == VIEW_USE_4_VIEWPORTS) {
			Vector2 size = get_size();
			int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
			int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
			int mid_w = size.width * ratio_h;
			int mid_h = size.height * ratio_v;
			bool was_hovering_h = hovering_h;
			bool was_hovering_v = hovering_v;
			hovering_h = mm->get_position().x > (mid_w - h_sep / 2) && mm->get_position().x < (mid_w + h_sep / 2);
			hovering_v = mm->get_position().y > (mid_h - v_sep / 2) && mm->get_position().y < (mid_h + v_sep / 2);
			if (was_hovering_h != hovering_h || was_hovering_v != hovering_v) {
				queue_redraw();
			}
		}
		if (dragging_h) {
			real_t new_ratio = drag_begin_ratio.x + (mm->get_position().x - drag_begin_pos.x) / get_size().width;