AddForce making jumping way too quick (2D)

I am trying to make my 2d character jump, and am using AddForce to do so. Whenever I jump however, the character accelerates way too fast, and then falls to the ground at normal speed, even though gravity is handled by a nearly exactly similar add force (Yes, i know that rigid bodies have gravity built in, but this creates the same exact problem).
I have tried multiple different things, such as changing the velocity, instead of adding force, decreasing and raising the force, and every thing I’ve tried I still have the same result. Here is my code:

using UnityEngine;
using System.Collections;

public class playerController : MonoBehaviour {

    [SerializeField]
    private float speed;

    [SerializeField]
    private float jumpHeight;

    [SerializeField]
    Transform[] groundPoints;

    [SerializeField]
    private LayerMask groundLayer;

    [SerializeField]
    private float overlapRadius;

    private bool grounded;

    [SerializeField]
    Rigidbody2D rb;

    void Start()
    {

    }

    void FixedUpdate()
    {
        movement();
        grounded = isGrounded();
    }


    void movement()
    {
        float yMove = jumpHeight;
        if (grounded & Input.GetButtonDown("Jump"))
        {
            rb.AddForce(new Vector2(0, yMove));
            Debug.Log(yMove);
        }
        rb.AddForce(Physics2D.gravity*10);
        float xMove = Input.GetAxis("Horizontal") * speed;
        rb.velocity = new Vector2(xMove, 0);

    }
    

    bool isGrounded()
    {
        foreach (Transform point in groundPoints)
        {
            Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, overlapRadius, groundLayer);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders*.gameObject != gameObject)*

{
return true;
}
}
}
return false;
}

}

I can’t help a lot but the way you made the jump is making it goes high wildly you can instead use
add force to the rigid body with a new vector2 o 3 varribale

//this function able my player to jump by adding force to his y axis
	void Jump(){
		rb2d.AddForce (new Vector2 (0,jumpForce));
	}

this a preview from my jump code the jump force has been set in the inspector to 950f but you can play with it till you get the effect you liked , it deppendes on your game
Sorry for my english i can’t write that good thank

this is my game movement script i re used all the time

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerCtrl : MonoBehaviour {

	public float maxSpeed;
	public float jumpForce;
	public bool isGrounded;
	public bool isFacingRight = true;
	public bool canMovWhileJumping;
	public Transform groundCheck;
	public LayerMask whatisGround;
	public float checkRadius = 0.2f;
	private Rigidbody2D rb2d;
	private Animator anim;

	void Awake () {
		rb2d = GetComponent<Rigidbody2D> ();
		anim = GetComponent<Animator> ();
	}
	//this function for physical stuff and calculation
	void FixedUpdate () {
		checkForGround ();
		Move ();
	}

	void Update(){
		anim.SetBool ("Grounded", isGrounded);
		if (Input.GetKeyDown (KeyCode.Space) && isGrounded) {
			Jump ();
		}
	}
	//this function moves the player
	void Move(){
		//this if stat stop the player from moving while he's jumping
		if (!isGrounded && !canMovWhileJumping)
			return;
		//here i used get axis to get a value between 0 and 1 when the player hit the right and left arrows
		float move = Input.GetAxis ("Horizontal");
		anim.SetFloat ("Speed", Mathf.Abs (move));
		//here my players move by effecting his rigidbody compement velocity
		rb2d.velocity = new Vector2 (move * maxSpeed, rb2d.velocity.y);
		if (move < 0 && isFacingRight)
			Flip ();
		if (move > 0 && !isFacingRight)
			Flip ();
	}
	//this function able my player to jump by adding force to his y axis
	void Jump(){
		rb2d.AddForce (new Vector2 (0,jumpForce));
	}
	//this function check if there is a ground under my player so ican make sure he is grounded
	void checkForGround(){
		isGrounded = Physics2D.OverlapCircle (groundCheck.position,checkRadius,whatisGround);
	}
	//this function flips the player to other direction right to left
	void Flip(){
		isFacingRight = !isFacingRight;
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}

hope this is helped you