Forget about views. The position of sprites and other entities are relative to the 2D world coordinate system, which can also be called the "global" coordinate system. All entites use this coordinate system.
Now, the view just selects a sub-area of the 2D world and displays it in your render window. That's all. The view is the user's eyes.
When you draw something which belongs to the global 2D world, it is transformed (translated, scaled, rotated) to match the current view, and rasterized (transformed to pixels) to the render window.
The convertCoords function has a very specific role: it provides the inverse transform, ie. from pixels (which are always integer coordinates) to the 2D world. Pixels are usually the mouse position; if you're trying to use convertCoords with float coordinates it means that you're doing something wrong, because these coordinates already belong to the 2D world.