### 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
_reset_preview_material();
	if (p_target.is_null()) {
		return false;
	}
	spatial_editor->set_preview_material_target(p_target);
	Object *target_inst = ObjectDB::get_instance(p_target);
	bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CTRL);
	MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(target_inst);
	if (is_ctrl && mesh_instance) {
		Ref<Mesh> mesh = mesh_instance->get_mesh();
		int surface_count = mesh->get_surface_count();
		Vector3 world_ray = _get_ray(p_point);
		Vector3 world_pos = _get_ray_pos(p_point);
		int closest_surface = -1;
		float closest_dist = 1e20;
		Transform3D gt = mesh_instance->get_global_transform();
		Transform3D ai = gt.affine_inverse();
		Vector3 xform_ray = ai.basis.xform(world_ray).normalized();
		Vector3 xform_pos = ai.xform(world_pos);
		for (int surface_idx = 0; surface_idx < surface_count; surface_idx++) {
			Ref<TriangleMesh> surface_mesh = mesh->generate_surface_triangle_mesh(surface_idx);
			Vector3 rpos, rnorm;
			if (surface_mesh->intersect_ray(xform_pos, xform_ray, rpos, rnorm)) {