How to get enemy to look at player then turn around the opposite direction and runaway?

So I have this NPC Passive_Enemy (by stander), when the player gets close to him it should turn to look at him then runaway the opposite direction of the player, and when he hit’s an object like wall or anything else it should turn to any direction away from the player and move that way. Here is what I have so far. Also for some reason when I get close to the Passive_Enemy he starts moving even though I have not set any movement yet…weird. I added a picture of the inspector for Passive_Enemy as a file.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Passive_Enemy : MonoBehaviour
{
    private float _speed = 3.0f;
    private Transform _player;
    private float _distance;
    private bool _alive;
    private bool _playerInRange;
    private Rigidbody _rb;

    // Use this for initialization
    void Start () {
        _player = GameObject.Find("Player").transform;
        _rb = GetComponent<Rigidbody>();
        _alive = true;
    }
   
    // Update is called once per frame
    void Update () {

        CheckDistance();
        if(_playerInRange)
            RunAway();
    }


    private void CheckDistance()
    {

        _distance = Vector3.Distance(this.transform.position, _player.transform.position);
        if (_distance > 2 && _distance <= 10)
        {

            _playerInRange = true;
            _rb.constraints = RigidbodyConstraints.None;
        }

        else
        {
            _playerInRange = false;
            _rb.constraints = RigidbodyConstraints.FreezeRotation;
        }
    }

    private void RunAway()
    {
        //Turning enemy to look at player
        transform.LookAt(_player);
        this.transform.rotation = Quaternion.Inverse(this.transform.rotation);
    }
}

If you use Rigidbody, it’s better to use the given tools to change its position and rotation. You should not adjust the position by the transform, otherwise you mix up with the physics.

Also you need to “RunAway” only once, when the player gets close, now, you are adjusting the rotation twice in every frame (the player is “close” every frame, you perform the LookAt and then the rotation).
Also it’s better to move RidigBodies in the FixedUpdate step because of physics.