From some brief testing I’ve done on this issue today, I suspect Unity’s drag factor is hardcoded to a timestep of 0.02, and not Time.fixedDeltaTime. Specifically, I think it’s calculated like this at the end of each FixedUpdate() loop:
velocity *= 1 / (1 + drag * 0.02f);
So, assuming you don’t want to write your own physics system, you could manually adjust your Rigidbody drag values based on the new, non-default fixed timestep value. In your example above, drag = 30 @ 0.02s timestep should be the same as drag = 6 @ 0.1s timestep.
You could do this at runtime for each Rigidbody like so: