My player is lagging/stuttering when trying to move mid-air(after jumping)

Here is my code:

[RequireComponent(typeof(Rigidbody))]
public class PlayerMovement : MonoBehaviour
{
    public float _speed;
    public float jumpForce;
    private bool isGrounded;
    public Vector3 jump;
    
    
    Rigidbody rb;
    void Start()
    {
        rb = GetComponent<Rigidbody>();
        jump = new Vector3(0.0f, 2.0f, 0.0f);
    }
    
    


    private void OnCollisionStay(Collision collision)
    {
        isGrounded = true;
        
    }

    private void OnCollisionExit(Collision collision)
    {
        isGrounded = false;
        
    }
    void Update()
    {

        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        transform.Translate(new Vector3(horizontalInput, 0, verticalInput) * _speed * Time.deltaTime);

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
        {
            rb.AddForce(jump * jumpForce, ForceMode.Impulse );

        }


    }

        


  
}

Note: The higher the jump is, the bigger the lag/stuttering gets
I’m a total beginner and i’ve been trying to figure this out for the last 3 hours but I just can’t find the problem.
I thought it was because of the camera and tried to build the game but it lags anyways

Because you use the RigidBody’s Forces together with Transform.Translate(). You make jumps only with Transform.Translate() which is a little hard, or you move Character in all directions using only the Rigidbody’s forces;