Need Help With Car Driving Controller

I have a car controller for my 3D game, and it works well for the most part, but I have a slight problem with the movement. When I press “S” to move my car backwards after it is going forward, it takes a long time for the car to slow down and start moving backwards. This is also true vice versa, when I try to press “W” to move my car forwards after it is going backwards. I want to fix this, as this issue gives my car controller an unresponsive and slippery/sluggish feeling.

Here is my code:

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

public class CarController : MonoBehaviour
{
    private const string horizontal = "Horizontal";
    private const string vertical = "Vertical";
    
    private float horizontalInput;
    private float verticalInput;
    private float steerAngle;
    private bool isBreaking;

    [SerializeField] private float motorForce;
    [SerializeField] private float brakeForce = 10000;
    [SerializeField] private float maxSteerAngle;

    [SerializeField] private WheelCollider frontLeftWheelCollider;
    [SerializeField] private WheelCollider frontRightWheelCollider;
    [SerializeField] private WheelCollider rearLeftWheelCollider;
    [SerializeField] private WheelCollider rearRightWheelCollider;

    [SerializeField] private Transform frontLeftWheelTransform;
    [SerializeField] private Transform frontRightWheelTransform;
    [SerializeField] private Transform rearLeftWheelTransform;
    [SerializeField] private Transform rearRightWheelTransform;

    [SerializeField] private Transform frontLeftWheelGameObject;
    [SerializeField] private Transform frontRightWheelGameObject;
    [SerializeField] private Transform rearLeftWheelGameObject;
    [SerializeField] private Transform rearRightWheelGameObject;

    private Rigidbody carRigidbody;

    private float brakeForceVar;

    private void Start()
    {
        brakeForceVar = brakeForce;
        carRigidbody = GetComponent<Rigidbody>();
    }

    private void FixedUpdate()
    {
        GetInput();
        HandleMotor();
        HandleSteering();
        UpdateWheels();
    }

    private void GetInput()
    {
        horizontalInput = Input.GetAxisRaw(horizontal);
        verticalInput = Input.GetAxisRaw(vertical);
        isBreaking = Input.GetKey(KeyCode.Space);
    }

    private void HandleMotor()
    {
        frontLeftWheelCollider.motorTorque = verticalInput * motorForce;
        frontRightWheelCollider.motorTorque = verticalInput * motorForce;
        brakeForce = isBreaking ? brakeForceVar : 0f;

        ApplyBreaking();
    }
    
    private void ApplyBreaking()
    {
        frontRightWheelCollider.brakeTorque = brakeForce;
        frontLeftWheelCollider.brakeTorque = brakeForce;
        rearLeftWheelCollider.brakeTorque = brakeForce;
        rearRightWheelCollider.brakeTorque = brakeForce;
    }

    private void HandleSteering()
    {
        steerAngle = maxSteerAngle * horizontalInput;
        frontLeftWheelCollider.steerAngle = steerAngle;
        frontRightWheelCollider.steerAngle = steerAngle;
    }

    private void UpdateWheels()
    {
        UpdateSingleWheel(frontLeftWheelCollider, frontLeftWheelTransform, frontLeftWheelGameObject);
        UpdateSingleWheel(frontRightWheelCollider, frontRightWheelTransform, frontRightWheelGameObject);
        UpdateSingleWheel(rearLeftWheelCollider, rearLeftWheelTransform, rearLeftWheelGameObject);
        UpdateSingleWheel(rearRightWheelCollider, rearRightWheelTransform, rearRightWheelGameObject);
    }

    private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform, Transform wheelTransformGameObject)
    {
        Vector3 pos;
        Quaternion rot;
        wheelCollider.GetWorldPose(out pos, out rot);
        wheelTransformGameObject.rotation = rot;
        wheelTransform.position = pos;
    }

    void OnCollisionEnter(Collision col)
    {
        if(col.gameObject.tag == "CanBeHit")
        {
            print("LOSE");
        }
    }
}

Please let me know what I can do to fix this issue.