ForceMode.Impulse object movement stops when key is released

Hello, I just made this simple script which makes my gameObject moves in diagonal directions. D key for right/up movement and A key for left/up movement. I want the movement to continues until gravity stops it and gameObject starts to falling to the ground. This happens just fine with Y force, the gameObject keep ascending til gravity makes its job but for unknow reason X force just instant stops once key is released.

    private float _forceX = 10f;
    private float _forceY = 5f;

    void FixedUpdate()
    {
        KeyboardController();
    }

    void KeyboardController()
    {
        var _rb = GetComponent<Rigidbody>();

        if (Input.GetKey(KeyCode.D))
        {
            _jetpackParticle.Play(); // Parcticle system
            _rb.AddForce(new Vector3(_forceX, _forceY, 0), ForceMode.Impulse);
            _anim.SetBool("isMirrorFlying", false); // Animator

        }
        else if (Input.GetKey(KeyCode.A))
        {
            _jetpackParticle.Play(); // Parcticle system
            _rb.AddForce(new Vector3(_forceX * -1, _forceY, 0), ForceMode.Impulse);
            _anim.SetBool("isMirrorFlying", true); // Animator
        }
        else
        {
            _jetpackParticle.Stop(); // Parcticle system
        }
    }

Also, when checking the info section on the rigidbody component I can see how speed on Y is increased while speed on X keeps at zero even when the gameObject is moving on X axis on the playmode screen.

Thanks!

Ok, the problem always was the animator in my object. It seems animations touch rigidbody somehow.

What I did is put my original object inside a new empty object then delete the rigidbody component from my original object and create a new one in the parent object.