You add a Rigidbody2D so you can use its API to allow it to update the Transform, not you. Then you constantly modify the Transform position yourself overriding what you added the Rigidbody2D for then use a completely different method to make it jump by applying an impulse to the Rigidbody2D per-frame even though the physics system doesn’t run per-frame, it runs during the fixed-update by default. So yeah, a lot wrong here.
You instantly move (teleport) to a new position, likely into a wall, then the physics system has to sort out that mess by the solver solving it and moving you out of the wall. These two things are opposing.
Don’t modify the Transform. Use a Rigidbody2D when you want 2D collider(s) to move then use its API to get the move done. Choose if you’re running physics during the fixed-update or per-frame if your game is fine with that.
Side Note: Please use code-tags .