### 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 (focused_index == -1) {
		return;
	}
	Vector2 delta = focused_pos - (get_size() / 2.0);
	Vector2 delta_normalized = delta.normalized();
	switch (nav_mode) {
		case Node3DEditorViewport::NavigationMode::NAVIGATION_MOVE: {
			real_t speed_multiplier = MIN(delta.length() / (get_size().x * 100.0), 3.0);
			real_t speed = viewport->freelook_speed * speed_multiplier;
			const Node3DEditorViewport::FreelookNavigationScheme navigation_scheme = (Node3DEditorViewport::FreelookNavigationScheme)EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_navigation_scheme").operator int();
			Vector3 forward;
			if (navigation_scheme == Node3DEditorViewport::FreelookNavigationScheme::FREELOOK_FULLY_AXIS_LOCKED) {
				
				forward = Vector3(0, 0, delta_normalized.y).rotated(Vector3(0, 1, 0), viewport->camera->get_rotation().y);
			} else {
				
				forward = viewport->camera->get_transform().basis.xform(Vector3(0, 0, delta_normalized.y));
			}
			const Vector3 right = viewport->camera->get_transform().basis.xform(Vector3(delta_normalized.x, 0, 0));
			const Vector3 direction = forward + right;
			const Vector3 motion = direction * speed;
			viewport->cursor.pos += motion;
			viewport->cursor.eye_pos += motion;
		} break;
		case Node3DEditorViewport::NavigationMode::NAVIGATION_LOOK: {
			real_t speed_multiplier = MIN(delta.length() / (get_size().x * 2.5), 3.0);
			real_t speed = viewport->freelook_speed * speed_multiplier;
			viewport->_nav_look(nullptr, delta_normalized * speed);
		} break;
		case Node3DEditorViewport::NAVIGATION_PAN: {