Draconomicon (v 3.5) has the best information I have found to piece together what dragons think like and for the most part they are like geniuses that feel a small urge to eat sheep and hoard treasure.
The most important element shaping a dragon’s outlook and state of
mind is time. Dragons have no desire to live for the moment; they have
a vast supply of moments stretching out before them. They do not worry
about wasted time. If dragons have anything in excess, it is time, and
they do not concern themselves with haste. Even the dullards among
dragonkind seek to fill their time by exercising their minds. Solving
puzzles is a favorite activity, though the form these puzzles take
depends on the kind of dragon involved. Some, such as the bronze and
the copper, seek out challenging puzzles of a benign nature. Others,
such as the red and the blue, contemplate a much darker brand of
conundrums. They plot ways to satisfy their greed, to defeat
opponents, and to gain power over other creatures. Many scholars
believe that dragons owe their natural aptitude for magic to the
mental games they constantly play just to keep themselves occupied.
All true dragons have great patience. They seldom hurry or rush,
because they believe anything worth doing is worth doing right. For a
dragon, doing something right usually involves spending a long time
(from the viewpoint of shorter-lived beings) contemplating the next
step.
Are just a few examples from page 25 of the Draconomicon, seek that book for more info.
As for "what does this item make you think like" is somewhat of a different answer as noted in the comments below; the item does not turn you into a dragon with all of the ancestral memories that they would possess. Thus to answer that question "what makes someone dealing with dragons more compatible in mind set?", this would have to give you greater understanding of dragons, more then most; i.e. be closer in alignment to the dragon in question and also have great knowledge on the way said dragon would act or want. The Item does not grant all of these changes but in turn twists your mind so that you simply understand the body language of dragons innately, thus when interacting with them they seem to understand you better and as a result of this understanding you also would understand them to a much higher degree. If said dragon did not know of this item or that you possessed it, it would grant you significant advantage to social encounters with them.
I would describe to my player that while using this item, he suddenly feels everyone around him seems more blunt with their actions, their words seem so plain and open, every non-dragon seems much easier to read and I would grant them a circumstantial buff to their sense motive to any short-lived race. I do not believe they would even notice the item's influence when talking with dragons as it would feel natural.
Wizards study, Sorcerers know
Wizards practice learned magic. They study for years to learn how to manipulate the weave and become masters of it.
Sorcerers practice innate magic. They are gifted with an ability to manipulate the weave, and sculpt their interactions with it.
Class features
Wizards use Intelligence as a spellcasting modifier, while sorcerers use Charisma. These abilities are associated with different skills, so that difference may or may not be important to a player.
Wizards know more spells, and prepare a subset of those spells to cast each day. A wizard learns 2 spells per level, and starts with 6 at level 1, totalling 44 spells known. They prepare a number (INT+Level) of spells from that list each day to be able to cast. Wizards can also copy spells from spellbooks and scrolls they encounter, adding those to their spells known.
Sorcerers know fewer spells, but can always cast them. Sorcerers learn a total of 15 spells, but they're always able to cast them if they have spell slots available.
Wizards can cast more spells per day through their Arcane Recovery class feature. They restore a number of spell slots when they take a short rest.
Sorcerers can sculpt their spells to behave differently. Sorcerers have access to Metamagic, which allows them to increase the damage, range, or duration of spells, grant disadvantage on saving throws against them, cast silently, or affect an additional target.
Sorcerers learn more cantrips than wizards.
Wizards can cast spells as rituals, taking 10 additional minutes to cast, but without using a spell slot.
Best Answer
Yes, there are.
The rules for PC Planeswalkers are found in the appendix of the Plane Shift: Amonkhet document, available for free download on the WotC website. The rules themselves can be found in two paragraphs on the final page of the document, with the rest of the appendix discussing the implications of playing a Planeswalker PC.
Basically, a Planeswalker PC can planeshift to another plane by using a minute of concentration akin to a ritual spell casting, arriving at a location on the plane determined by the GM. Additionally, if reduced to 0 HP, they can make a Charisma save with a DC equal to the amount of damage they've taken to planeshift away rather than take the damage, with the GM determining what plane they arrive on.