rotation and friction not working as expected

as you can see in this video:

the objects rotating were expected to push themselves forward like cars of a wheel do, but unfortunately this doesn’t appear to be the case. to rotate the objects i’m using theese lines of code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class rotaet : MonoBehaviour
{ private float rotZ;


    void Update()
    {
        rotZ += Time.deltaTime * -500;

if (Input.GetKeyDown("f"))
{

    }
           transform.rotation = Quaternion.Euler(0, 0, rotZ);
    
}
}

are there any easy ways for me to fix it?

You need to use rigidbodies and angularVelocity for that. transform.rotation, transform.Translate, all the transform methods have no physics involved, you have to use rigidbody methods and attricbutes.