Rigidbody(.addForce) doesn't work with Physic material

hello everyone,
So i’m making a Game where the Player controls a Sphere of different materials like wood, stone etc. it is on a floor which also is going to be of different materials. For the friction i’m trying to use the built-in Physic material but it doesn’t seem to work because the sphere is never slowing down not even when the Player Rigidbody.addforce is temporarily deactivated.

here is my Player movement:
using UnityEngine;
using System.Collections;

public class MovePlayer : MonoBehaviour {
	
	public float movementSpeed;
	private Rigidbody rb;
	public Vector3 m_movement;
	public Vector3 movementForward;
	public Vector3 movementRight;
	public GameObject myCamera;
	private float distanceToGround;

	public float notGroundedFactor;

	public float m_MoveVectorMagnitud;
	
	void Start()
	{
		rb = GetComponent<Rigidbody>();
		distanceToGround = GetComponent<Collider>().bounds.extents.y;
	}
	
	void Update()
	{
		/*movementForward = transform.forward * JoyStickMine.deltaPosition.y / movementSpeed;
		movementRight = transform.right * JoyStickMine.deltaPosition.x / movementSpeed;*/
		if(IsGrounded())
		{
			movementForward = myCamera.transform.forward * JoyStickMine.deltaPosition.y / movementSpeed;
			movementRight = myCamera.transform.right * JoyStickMine.deltaPosition.x / movementSpeed;
		}
		if(!IsGrounded())
		{
			movementForward = myCamera.transform.forward * JoyStickMine.deltaPosition.y / (movementSpeed * notGroundedFactor);
			movementRight = myCamera.transform.right * JoyStickMine.deltaPosition.x / (movementSpeed * notGroundedFactor);
		}

		if(JoyStickMine.deltaPosition.y == 0)
			movementForward = Vector3.zero;
		if(JoyStickMine.deltaPosition.x == 0)
			movementRight = Vector3.zero;

		/*m_movement = movementForward + movementRight;
		m_movement.y = 0;*/
		m_movement = new Vector3(movementForward.x + movementRight.x, 0, movementForward.z + movementRight.z);

		m_MoveVectorMagnitud = m_movement.sqrMagnitude;

		if(m_MoveVectorMagnitud > 100f)
		{
			rb.AddForce(m_movement);
		}
		
		float horizontal = JoyStickLook.deltaPosition.x * (-5) * Time.deltaTime;
		transform.Rotate(0, horizontal, 0, Space.World);
	}

	bool IsGrounded()
	{
		return Physics.Raycast (transform.position, -Vector3.up, distanceToGround + 0.1f);
	}
}

Here is a picture of my wood Physics:
55158-wood-unityphysic-material.png

How can I fix the problem so the sphere uses the different Physic material correctly.

thanks in advance
-skullbeats1

You might want to check on your Rigidbody and see what the drag is set too.