### 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
const Plane p = Plane(camz, camera_xform.origin);
	const real_t gizmo_d = MAX(Math::abs(p.distance_to(xform.origin)), CMP_EPSILON);
	const real_t d0 = camera->unproject_position(camera_xform.origin + camz * gizmo_d).y;
	const real_t d1 = camera->unproject_position(camera_xform.origin + camz * gizmo_d + camy).y;
	const real_t dd = MAX(Math::abs(d0 - d1), CMP_EPSILON);
	const real_t gizmo_size = EDITOR_GET("editors/3d/manipulator_gizmo_size");
	/
	/
	const int viewport_base_height = 400 * MAX(1, EDSCALE);
	gizmo_scale =
			(gizmo_size / Math::abs(dd)) * MAX(1, EDSCALE) *
			MIN(viewport_base_height, subviewport_container->get_size().height) / viewport_base_height /
			subviewport_container->get_stretch_shrink();
	Vector3 scale = Vector3(1, 1, 1) * gizmo_scale;
	/
	/
	if (xform.basis.determinant() == 0) {
		for (int i = 0; i < 3; i++) {
			RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
			RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
			RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
			RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
			RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
		}
		/
		RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], false);
		return;
	}
	bool show_gizmo = spatial_editor->is_gizmo_visible() && !_edit.instant;
	for (int i = 0; i < 3; i++) {