### 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
d["position_offset"] = position_offset;
			snap_data[sp] = d;
		}
	}
	PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
	PhysicsDirectSpaceState3D::RayResult result;
	Array keys = snap_data.keys();
	/
	const float max_snap_height = 500.0;
	/
	bool snapped_to_floor = false;
	if (keys.size()) {
		/
		/
		for (int i = 0; i < keys.size(); i++) {
			Node *node = Object::cast_to<Node>(keys[i]);
			Node3D *sp = Object::cast_to<Node3D>(node);
			Dictionary d = snap_data[node];
			Vector3 from = d["from"];
			Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
			HashSet<RID> excluded = _get_physics_bodies_rid(sp);
			PhysicsDirectSpaceState3D::RayParameters ray_params;
			ray_params.from = from;
			ray_params.to = to;
			ray_params.exclude = excluded;
			if (ss->intersect_ray(ray_params, result)) {
				snapped_to_floor = true;
			}
		}
		if (snapped_to_floor) {