IgnoreLayerCollision is not responsive.

I’m trying to allow a 2D player drop down from a platform with the push of a button. It works, but it is very unresponsive. If I were to stand in one spot and try it, nothing would happen. If I zig zag back and forth I could potentially fall through, or just partially, and if I push the button just before I land on the platform from jumping I will go through it with no problem. Is there anyway to let him drop with movement or momentum and still be responsive?

*Updated Script

using UnityEngine;
using System.Collections;

public class JumpThroughPlatform : MonoBehaviour {
	
	public string platformLayer;
	public Transform groundCheck;
	public float groundCheckRadius = 0.1f;

	private int playerLayer;
	private int platLayer;
	private bool canDrop;

	void Start () {
		canDrop = false;
		playerLayer = gameObject.layer;
		platLayer = 1 << LayerMask.NameToLayer (platformLayer);
	}

	void FixedUpdate () {
		// Setup for one way platforms
		bool grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius);
	
		bool dropButton = Input.GetKeyDown (KeyCode.S);
		StartCoroutine(dropDownFromPlatform (dropButton, grounded, 0.5f));
	
		Physics2D.IgnoreLayerCollision (playerLayer, platLayer, !grounded || rigidbody2D.velocity.y > 0 || canDrop);
	}

	IEnumerator dropDownFromPlatform (bool isDrop, bool ground, float waitTime) {
		if (isDrop && ground) {
			canDrop = true;
			yield return new WaitForSeconds(waitTime);
			canDrop =  false;
		}
	}
}

I am having this exact issue. Any luck solving it?