I think what Spiney was referring to is that you can always add another multiplier to Time.timeScale or even not use Time.timeScale at all (use your own custom value). However, this is only an easy solution for non-physics simulations.
For physics it gets tricky. If your object moves only due to some force you add every frame then you could do it. Though that would only scale that one force.
In general it depends on how your world is working (Physics or Animation).
Physics) If your player is a physics object and thus is moved by the physics engine then you CAN NOT have it simulate slower than the rest of the physics world.
What you can do is lots of shenanegans with taking the player out of the simulation or adding/reducing forces + adding/removing drag to make it look like it’s moving slower.
You can also do what I suggested above: Separate out the character into an extra scene to have it simulated in normal speed there. Though it gets tricky if you want your character to interact with the slow scene (see shenanegans above).
Links:
https://learn.unity.com/tutorial/multi-scene-physics#
https://docs.unity3d.com/Manual/physics-multi-scene.html
You can control the speed of the physics simulation in each scene by disabling auto simulation and advancing it manually.
It’s also important to understand what Time.fixedDeltaTime is. From your code I can’t really tell if you are aware (apologies if you already are). There is lot’s of confusion going around concerning it.

It controls how often the physics simulation will update (aka how often the FixedUpdate() is called per time interval). It has no influence on how fast physics objects will move.
As Kurt already mentioned the simulation starts to fall apart for extreme values. Maybe you could try counteract this with increasing the precision settings in the physics section, but even if that works it comes at a price (performance) and may not help. Also the time interval precision of physics steps seems to be float (at least in the API). So you will definitely hit a limit there.
Test script I like to hand out for fixed update testing. Try it on a falling physics object. Toggle “SmallFixedDeltaTime”.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FixedDeltaTime : MonoBehaviour
{
public bool SlowMotion = true;
public bool SmallFixedDeltaTime = false;
int fixedUpdateCountInFrame;
void Update()
{
Time.timeScale = SlowMotion ? 0.1f : 1f;
Time.fixedDeltaTime = SmallFixedDeltaTime ? 0.001f : 0.02f;
Debug.Log("Fixed update calls in this frame: " + fixedUpdateCountInFrame);
fixedUpdateCountInFrame = 0;
}
private void FixedUpdate()
{
fixedUpdateCountInFrame++;
}
}
Animation) If your player is controlled by a script then you can simply use Time.deltaTime to scale the movement or use a custom value to scale the speed of the animation.