### 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;
			}
			Vector3 intersection;
			if (!plane.intersects_ray(ray_pos, ray, &intersection)) {
				break;
			}
			Vector3 click;
			if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click)) {
				break;
			}
			Vector3 motion = intersection - click;
			if (_edit.plane != TRANSFORM_VIEW) {
				if (!plane_mv) {
					motion = motion_mask.dot(motion) * motion_mask;
				}
			}
			/
			bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW);
			if (_edit.snap || spatial_editor->is_snap_enabled()) {
				snap = spatial_editor->get_translate_snap();
			}
			Vector3 motion_snapped = motion;
			motion_snapped.snap(Vector3(snap, snap, snap));
			/
			set_message(TTR("Translating:") + " (" + String::num(motion_snapped.x, snap_step_decimals) + ", " +
					String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
			if (local_coords) {
				motion = spatial_editor->get_gizmo_transform().basis.inverse().xform(motion);
			}
			List<Node *> &selection = editor_selection->get_selected_node_list();