### 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 (!grid_enable[a]) {
			continue; /
		}
		int b = (a + 1) % 3;
		int c = (a + 2) % 3;
		Vector3 normal;
		normal[c] = 1.0;
		real_t camera_distance = Math::abs(camera_position[c]);
		if (orthogonal) {
			camera_distance = camera->get_size() / 2.0;
			Vector3 camera_direction = -camera->get_global_transform().get_basis().get_column(2);
			Plane grid_plane = Plane(normal);
			Vector3 intersection;
			if (grid_plane.intersects_ray(camera_position, camera_direction, &intersection)) {
				camera_position = intersection;
			}
		}
		real_t division_level = Math::log(Math::abs(camera_distance)) / Math::log((double)primary_grid_steps) + division_level_bias;
		real_t clamped_division_level = CLAMP(division_level, division_level_min, division_level_max);
		real_t division_level_floored = Math::floor(clamped_division_level);
		real_t division_level_decimals = clamped_division_level - division_level_floored;
		real_t small_step_size = Math::pow(primary_grid_steps, division_level_floored);
		real_t large_step_size = small_step_size * primary_grid_steps;
		real_t center_a = large_step_size * (int)(camera_position[a] / large_step_size);
		real_t center_b = large_step_size * (int)(camera_position[b] / large_step_size);
		real_t bgn_a = center_a - grid_size * small_step_size;
		real_t end_a = center_a + grid_size * small_step_size;
		real_t bgn_b = center_b - grid_size * small_step_size;
		real_t end_b = center_b + grid_size * small_step_size;
		real_t fade_size = Math::pow(primary_grid_steps, division_level - 1.0);