Whatever value you set and save in your scene or prefab will wipe out the field initializer value you change in the code above.
This is a common source of confusion: the object is created, so at that instant in time it has the value you set in code, but before the object is put into use, if Unity has a saved scene or saved prefab that this is already in, then the value saved is overwritten.
It’s best to remove the initialization value above and instead provide it in a Reset function:
public float sensitivity; // don't put initializer here! it can be confusing!
// only runs in the editor when this is added to a GameObject.
// can also be invoked from the upper right corner of the inspector (the hamburger)
void Reset()
{
sensitivity = 80.0f;
}
That way it is clear when the value will be changed. Once this script instance is used in a scene or prefab, only change the saved value in the scene or prefab.
OR… if it is just a code-specified value only, make the variable private, not public, and do not decorate it for serialization.