Why is this:
_rigidbody.AddRelativeForce(Vector3.right * wheelSlip * Time.fixedDeltaTime, ForceMode.Force);
… and this:
_rigidbody.AddForceAtPosition(_rigidbody.transform.TransformDirection(Vector3.right) * wheelSlip * Time.fixedDeltaTime, _rigidbody.transform.position, ForceMode.Force);
… not the same? Second one is more “slippery.”
wheelSlip is a float.