If you want to manipulate the camera position, you should store the camera position and only put it into view space when you need to.
glm::mat4 camera = glm::inverse(glm::lookAt(
glm::vec3(1.1f, 1.3f, 1.2f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)));
camera = glm::rotate(camera, r, glm::vec3(0,1,0));
camera = glm::translate(camera, glm::vec3(x,y,z));
glm::mat4 view = glm::inverse(camera);
It's also possible that doing pre-multiplcation of your view matrix is what you want, but I'm uncertain, since I try to avoid having to deal with pre vs post multiplication as if my life depended on it.
glm::mat4 view = glm::lookAt(
glm::vec3(1.1f, 1.3f, 1.2f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)));
view = glm::rotate(glm::mat4(), r, glm::vec3(0,1,0)) * view;
view = glm::translate(glm::mat4(), glm::vec3(x,y,z)) * view;