### 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
vec3 n = mv * VERTEX;
	float orientation = dot(vec3(0, 0, -1), n);
	if (orientation <= 0.005) {
		VERTEX += NORMAL * 0.02;
	}
}
void fragment() {
	ALBEDO = albedo.rgb;
	ALPHA = albedo.a;
}
)");
				Ref<ShaderMaterial> rotate_mat = memnew(ShaderMaterial);
				rotate_mat->set_render_priority(Material::RENDER_PRIORITY_MAX);
				rotate_mat->set_shader(rotate_shader);
				rotate_mat->set_shader_parameter("albedo", col);
				rotate_gizmo_color[i] = rotate_mat;
				Array arrays = surftool->commit_to_arrays();
				rotate_gizmo[i]->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
				rotate_gizmo[i]->surface_set_material(0, rotate_mat);
				Ref<ShaderMaterial> rotate_mat_hl = rotate_mat->duplicate();
				rotate_mat_hl->set_shader_parameter("albedo", albedo);
				rotate_gizmo_color_hl[i] = rotate_mat_hl;
				if (i == 2) { /
					Ref<ShaderMaterial> border_mat = rotate_mat->duplicate();
					Ref<Shader> border_shader = memnew(Shader);
					border_shader->set_code(R"(
// 3D editor rotation manipulator gizmo shader (white outline).
shader_type spatial;
render_mode unshaded, depth_test_disabled;
uniform vec4 albedo;