### 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 (col_axis != -1) {
			if (p_highlight_only) {
				spatial_editor->select_gizmo_highlight_axis(col_axis + (is_plane_translate ? 6 : 0));
			} else {
				
				_edit.mode = TRANSFORM_TRANSLATE;
				_compute_edit(p_screenpos);
				_edit.plane = TransformPlane(TRANSFORM_X_AXIS + col_axis + (is_plane_translate ? 3 : 0));
			}
			return true;
		}
	}
	if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
		int col_axis = -1;
		Vector3 hit_position;
		Vector3 hit_normal;
		real_t ray_length = gt.origin.distance_to(ray_pos) + (GIZMO_CIRCLE_SIZE * gizmo_scale) * 4.0f;
		if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * ray_length, gt.origin, gizmo_scale * (GIZMO_CIRCLE_SIZE), &hit_position, &hit_normal)) {
			if (hit_normal.dot(_get_camera_normal()) < 0.05) {
				hit_position = gt.xform_inv(hit_position).abs();
				int min_axis = hit_position.min_axis_index();
				if (hit_position[min_axis] < gizmo_scale * GIZMO_RING_HALF_WIDTH) {
					col_axis = min_axis;
				}
			}
		}
		if (col_axis == -1) {
			float col_d = 1e20;
			for (int i = 0; i < 3; i++) {