### 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
return; /
	}
	bool orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
	Vector<Color> grid_colors[3];
	Vector<Vector3> grid_points[3];
	Vector<Vector3> grid_normals[3];
	Color primary_grid_color = EDITOR_GET("editors/3d/primary_grid_color");
	Color secondary_grid_color = EDITOR_GET("editors/3d/secondary_grid_color");
	int grid_size = EDITOR_GET("editors/3d/grid_size");
	int primary_grid_steps = EDITOR_GET("editors/3d/primary_grid_steps");
	/
	grid_enable[0] = grid_visible[0] = EDITOR_GET("editors/3d/grid_xy_plane");
	grid_enable[1] = grid_visible[1] = EDITOR_GET("editors/3d/grid_yz_plane");
	grid_enable[2] = grid_visible[2] = EDITOR_GET("editors/3d/grid_xz_plane");
	/
	/
	real_t division_level_bias = EDITOR_GET("editors/3d/grid_division_level_bias");
	/
	int division_level_max = EDITOR_GET("editors/3d/grid_division_level_max");
	/
	int division_level_min = EDITOR_GET("editors/3d/grid_division_level_min");
	ERR_FAIL_COND_MSG(division_level_max < division_level_min, "The 3D grid's maximum division level cannot be lower than its minimum division level.");
	if (primary_grid_steps != 10) { /
		/
		real_t div = Math::log((real_t)primary_grid_steps) / (real_t)2.302585092994045901094;
		/
		division_level_max = (int)(division_level_max / div);
		division_level_min = (int)(division_level_min / div);
	}
	for (int a = 0; a < 3; a++) {