### 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
RS::get_singleton()->instance_set_visible(axis_gizmo_instance[i], true);
		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(axis_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
		RS::get_singleton()->instance_set_layer_mask(axis_gizmo_instance[i], layer);
		RS::get_singleton()->instance_geometry_set_flag(axis_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
		RS::get_singleton()->instance_geometry_set_flag(axis_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
	}
	/
	rotate_gizmo_instance[3] = RS::get_singleton()->instance_create();
	RS::get_singleton()->instance_set_base(rotate_gizmo_instance[3], spatial_editor->get_rotate_gizmo(3)->get_rid());
	RS::get_singleton()->instance_set_scenario(rotate_gizmo_instance[3], get_tree()->get_root()->get_world_3d()->get_scenario());
	RS::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], false);
	RS::get_singleton()->instance_geometry_set_cast_shadows_setting(rotate_gizmo_instance[3], RS::SHADOW_CASTING_SETTING_OFF);
	RS::get_singleton()->instance_set_layer_mask(rotate_gizmo_instance[3], layer);
	RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[3], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
	RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[3], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
}
void Node3DEditorViewport::_finish_gizmo_instances() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	for (int i = 0; i < 3; i++) {
		RS::get_singleton()->free(move_gizmo_instance[i]);
		RS::get_singleton()->free(move_plane_gizmo_instance[i]);
		RS::get_singleton()->free(rotate_gizmo_instance[i]);
		RS::get_singleton()->free(scale_gizmo_instance[i]);
		RS::get_singleton()->free(scale_plane_gizmo_instance[i]);
		RS::get_singleton()->free(axis_gizmo_instance[i]);
	}
	/
	RS::get_singleton()->free(rotate_gizmo_instance[3]);
}
void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {