### 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
/
	AABB aabb(Vector3(), Vector3(1, 1, 1));
	/
	/
	/
	Ref<SurfaceTool> st = memnew(SurfaceTool);
	Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
	st->begin(Mesh::PRIMITIVE_LINES);
	st_xray->begin(Mesh::PRIMITIVE_LINES);
	for (int i = 0; i < 12; i++) {
		Vector3 a, b;
		aabb.get_edge(i, a, b);
		st->add_vertex(a);
		st->add_vertex(b);
		st_xray->add_vertex(a);
		st_xray->add_vertex(b);
	}
	Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
	mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
	const Color selection_box_color = EDITOR_GET("editors/3d/selection_box_color");
	mat->set_albedo(selection_box_color);
	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
	st->set_material(mat);
	selection_box = st->commit();
	Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
	mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
	mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
	mat_xray->set_albedo(selection_box_color * Color(1, 1, 1, 0.15));
	mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);