When I click to mouse it must t!
What you need to understand is the difference between point and vector. @robertbu gave you a hint.
Fact is a point is a vector but a vector has a direction and magnitude, your point as position is just the tip of the vector starting from 0,0,0 (origin) and ending at the position of your mouse. So if hit.point is (20,10,5) it means it is at the end of the vector from origin going 20 to the right, 10 up and 5 forward. So if you use this your ball will receive a force of (20,10,5).
What you are after is the vector between the ball and the hit.point
Vector3 direction = hit.point - transform.position; direction.Normalize(); direction *= force; rigidbody.AddForce(direction, ForceMode.Impulse);
The normalization is because we only need the direction not the magnitude. If we were not to normalize then your ball would receive more force when the hit.point is far away.
The force variable should be define elsewhere and based on how much the stick is pulled by the user. This value should also be clamped so that the ball does not receive Mach 10 of force.
Now if you decide to define the direction AND the force to apply based on the hit.point then remove the normalize part but still you should clamp your vector magnitude to a max force.