2D pushing object when gravity is zero

I am currently making a top-down 2d golf mini game, I have this problem that my gravity scale is zero because I don’t want my ball to fall down, I move it trough script. I have an animation where I spin a sprite with a boxCollider2d on it and I want my ball to react normally to that spinning sprite. Unfortunately, when my ball collides with it, the velocity doesn’t change and my ball is just getting drag by the sprites until they don’t touch each other and my ball completely stops.

The ball has a rigiBody2D with gravityScale to 0 and a circle collider
The sprite has a boxCollider and is moving through script :
transform.Rotate(0f, 0f, 3f * Time.deltaTime / 0.01f, Space.Self);

Hi alekdelbalso, maybe you should try Rigidbody2D.MoveRotation so that it can affect other Rigidbody2D correctly.

private Rigidbody2D _rigidbody;

private void Awake()
{
	_rigidbody = GetComponent<Rigidbody2D>();
	_rigidbody.bodyType = RigidbodyType2D.Kinematic;
}

private void FixedUpdate()
{
	_rigidbody.MoveRotation(_rigidbody.rotation + (3f * Time.fixedDeltaTime / 0.01f));
}