How can I apply "sensitivity" in the new input system to lerp a Vector2 composite?

I want to be able to ‘accelerate’ the rotation and movement with the rotationInput from the input system, however it goes straight to -1 or 1, is there a defined way to do it if not maybe a workaround? Thank you all for your time

using UnityEngine;
using UnityEngine.InputSystem;

public class Controller : MonoBehaviour
{
    public TankSettings tank;
    public InputMaster controls;

    Vector2 rotationInput;

    private void Awake()
    {
        controls = new InputMaster();
        controls.Tank.Shoot.performed += ctx => Shoot();
        controls.Tank.Rotation.performed += ctx => rotationInput = ctx.ReadValue<Vector2>();
    }

    private void OnEnable()
    {
        controls.Enable();
    }

    private void OnDisable()
    {
        controls.Disable();
    }

    // Start is called before the first frame update
    void Start()
    {
        tank = ScriptableObject.CreateInstance<TankSettings>();
        tank.hp = 100;
        tank.speed = 5;
        tank.turningSpeed = 50;
    }

    // Update is called once per frame
    void Update()
    {
        if (rotationInput.x != 0)
            Rotation(rotationInput.x);

        if (rotationInput.y != 0)
            Thrust(rotationInput.y);
    }

    void Rotation(float value)
    {
        transform.Rotate(new Vector3(0, value * tank.turningSpeed * Time.deltaTime, 0));
    }

    void Thrust(float value)
    {
        transform.Translate(new Vector3(0, 0, value * tank.speed * Time.deltaTime));
    }

    void Shoot()
    {
        Debug.Log("Boom!");
    }
}

I was able to get tweened values between 0 and 1 using Mathf.MoveTowards!

// input is 0 or 1
float inputValue = controls.Driving.Speed.ReadValue<float>();

// get value between 0 and 1
currentValue = Mathf.MoveTowards(inputValue, currentValue, 0.25f * Time.deltaTime);

// apply to transform
transform.Translate(Vector3.forward * Time.deltaTime * currentValue * speed);