Keeping/adding velocity to Rigidbody2D after MovePosition?

When making a drag/drop system, I want to keep the velocity it gets dropped at when using MovePosition. But, the velocity is not updated by MovePosition. This is the code for dragging:

if (Input.GetMouseButtonUp(0))
        {
            dragging = false;
            text.GetComponent<Text>().text = "Drag: N/A";
            Debug.Log("done dragging");
            Debug.Log((Camera.main.ScreenToWorldPoint(Input.mousePosition) - hitGB.transform.position).magnitude / Time.deltaTime);
            if(((Camera.main.ScreenToWorldPoint(Input.mousePosition) - hitGB.transform.position).magnitude / Time.deltaTime) >= 610){
                audioSource.Play();
            }
            hitGB = null;
        }
        if (dragging)
        {
            Vector2 mousePosition = Input.mousePosition;
            mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
            hitGB.GetComponent<Rigidbody2D>().MovePosition(mousePosition);
            if (hitGB.transform.gameObject.name != "Item")
            {
                line.SetPosition(0, mousePosition);
                line.SetPosition(1, hitGB.transform.position);
                line.enabled = true;
            }
        }

By doing an AddForce towards the mouse position in MouseButtonUp, I was able to make to make it propel properly. Although, it will sometimes not show or will be in the wrong direction. Still looking for any possible solutions!