Speed up with Rigidbody as frame rate increases c#

I am using a Rigidbody controller and it has a habit of speeding up when the framerates increase. I attempted to fix this by using * time.deltatime, and that did make the increase in speed not as extreme but still there.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof(Rigidbody))]

public class Movment : MonoBehaviour
{
    //.ToString("F1")
    [Header("Speed Setting")]
    public float speed = 10.0f;
    public float gravity = 10.0f;
    public float maxVelocityChange = 10.0f;
    public float Torquespeed = 0f;
    public float maxTorqueChange = 0f;
    public bool canJump = true;
    public float jumpHeight = 2.0f;

    [Header("Information Output")]
    public Vector3 velocity;
    public Vector3 torque;
    public Text Torque;
    public Text Speed;
    public Text Location;

    private bool grounded = false;
    Rigidbody rigidbody;   
    Vector3 targetVelocity = new Vector3();
    Vector3 targetTorque = new Vector3();
    void Awake()
    {
        rigidbody = this.GetComponent<Rigidbody>();
        rigidbody.freezeRotation = false;
        rigidbody.useGravity = false;
    }

    void FixedUpdate()
    {
        velocity = rigidbody.velocity;
        // Calculate how fast we should be moving

        //Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")
        if (Input.GetAxis("Horizontal") > 0 && velocity.x < maxVelocityChange)
        { targetVelocity.x += Input.GetAxis("Horizontal");
            if (velocity.x  > maxVelocityChange * Time.deltaTime) { targetVelocity.x = maxVelocityChange * Time.deltaTime; }
        }
        if (Input.GetAxis("Horizontal") < 0 && velocity.x > -maxVelocityChange)
        { targetVelocity.x += Input.GetAxis("Horizontal");
            if (velocity.x  < -maxVelocityChange * Time.deltaTime) { targetVelocity.x = -maxVelocityChange * Time.deltaTime; }
        }

        if (Input.GetAxis("Vertical") > 0 && velocity.z < maxVelocityChange)
        { targetVelocity.z += Input.GetAxis("Vertical");
            if (velocity.z  > maxVelocityChange * Time.deltaTime) { targetVelocity.z = maxVelocityChange * Time.deltaTime; }
        }
        if (Input.GetAxis("Vertical") < 0 && velocity.z > -maxVelocityChange)
        { targetVelocity.z += Input.GetAxis("Vertical");
            if (velocity.z  < -maxVelocityChange * Time.deltaTime) { targetVelocity.z = -maxVelocityChange * Time.deltaTime; }
        }
        targetVelocity.y = 0;
        //targetTorque

          if (Input.GetAxis("Rotate Vertical") > 0 && Input.GetAxis("Rotate Vertical") > targetTorque.x)
        { targetTorque.x = Input.GetAxis("Rotate Vertical"); }
        if (Input.GetAxis("Rotate Vertical") < 0 && Input.GetAxis("Rotate Vertical") < targetTorque.x)
        { targetTorque.x = Input.GetAxis("Rotate Vertical"); }

        if (Input.GetAxis("Rotate Horizontal") > 0 && Input.GetAxis("Rotate Horizontal")  > targetTorque.y)
        { targetTorque.y = Input.GetAxis("Rotate Horizontal"); }
        if (Input.GetAxis("Rotate Horizontal") < 0 && Input.GetAxis("Rotate Horizontal")  < targetTorque.y)
        { targetTorque.y = Input.GetAxis("Rotate Horizontal"); }
        //Stop1
        if (Input.GetAxis("Jump") >0.5) {
            if (targetVelocity.x > 0) { targetVelocity.x -= speed; if (targetVelocity.x < 0) targetVelocity.x = 0; }
            if (targetVelocity.x < 0) { targetVelocity.x += speed; if (targetVelocity.x > 0) targetVelocity.x = 0; }

            if (targetVelocity.z > 0) { targetVelocity.z -= speed; if (targetVelocity.z < 0) targetVelocity.z = 0; }
            if (targetVelocity.z < 0) { targetVelocity.z += speed; if (targetVelocity.z > 0) targetVelocity.z = 0; }
            targetVelocity.y = 0;

            if (targetTorque.x > 0) { targetTorque.x -= Torquespeed; if (targetTorque.x < 0) targetTorque.x = 0; }
            if (targetTorque.x < 0) { targetTorque.x += Torquespeed; if (targetTorque.x > 0) targetTorque.x = 0; }

            if (targetTorque.y > 0) { targetTorque.y -= Torquespeed; if (targetTorque.y < 0) targetTorque.y = 0; }
            if (targetTorque.y < 0) { targetTorque.y += Torquespeed; if (targetTorque.y > 0) targetTorque.y = 0; }
            targetTorque.z = 0;
        }
        if (Input.GetAxis("Stop1") > 0.5)
        {        
            if (targetTorque.x > 0) { targetTorque.x -= Torquespeed; if (targetTorque.x < 0) targetTorque.x = 0; }
            if (targetTorque.x < 0) { targetTorque.x += Torquespeed; if (targetTorque.x > 0) targetTorque.x = 0; }

            if (targetTorque.y > 0) { targetTorque.y -= Torquespeed; if (targetTorque.y < 0) targetTorque.y = 0; }
            if (targetTorque.y < 0) { targetTorque.y += Torquespeed; if (targetTorque.y > 0) targetTorque.y = 0; }
            targetTorque.z = 0;
        }
        if (Input.GetAxis("Stop2") > 0.5)
        {
            if (targetVelocity.x > 0) { targetVelocity.x -= speed; if (targetVelocity.x < 0) targetVelocity.x = 0; }
            if (targetVelocity.x < 0) { targetVelocity.x += speed; if (targetVelocity.x > 0) targetVelocity.x = 0; }

            if (targetVelocity.z > 0) { targetVelocity.z -= speed; if (targetVelocity.z < 0) targetVelocity.z = 0; }
            if (targetVelocity.z < 0) { targetVelocity.z += speed; if (targetVelocity.z > 0) targetVelocity.z = 0; }
            targetVelocity.y = 0;
        }

        // Apply a force that attempts to reach our target velocity
        Vector3 ProsTargetVelocity = transform.TransformDirection(targetVelocity);
        ProsTargetVelocity *= speed;
        
        Vector3 velocityChange = (ProsTargetVelocity - velocity);
        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
        velocityChange.y = 0;
        velocityChange *= Time.deltaTime;

        torque = rigidbody.angularVelocity;
        Vector3 ProsTargetTorque = transform.TransformDirection(targetTorque);
        ProsTargetTorque *= Torquespeed;        
        Vector3 TorqueChange = (ProsTargetTorque - torque);
        TorqueChange.x = Mathf.Clamp(TorqueChange.x, -maxTorqueChange, maxTorqueChange);
        TorqueChange.y = Mathf.Clamp(TorqueChange.y, -maxTorqueChange, maxTorqueChange);
        TorqueChange.z = 0;
        TorqueChange *= Time.deltaTime;

        Vector3 speedTrack = transform.InverseTransformDirection(velocity);
        rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
        rigidbody.AddTorque(TorqueChange, ForceMode.VelocityChange);

        Speed.text = "Speed: " + speedTrack.x.ToString("F1") + "," + speedTrack.y.ToString("F1") + "," + speedTrack.z.ToString("F1");
        Location.text = "Location: " + transform.position.x.ToString("F1") + "," + transform.position.y.ToString("F1") + "," + transform.position.z.ToString("F1");
        //Torque.text = "Torque: " + TorqueChange.x.ToString("F1") + "," + TorqueChange.y.ToString("F1") + "," + TorqueChange.z.ToString("F1");

        // We apply gravity manually for more tuning control
        //rigidbody.AddForce(new Vector3(0, -gravity * rigidbody.mass, 0));

        grounded = false;
    }

    void OnCollisionStay()
    {
        grounded = true;
    }


}

I had to completely rewrite the script. I am still not exactly sure what it was that was wrong, but I got it to work without speeding up upon framerate change. I feel kind of nubeish about a movement script keeping me down for a few days.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof(Rigidbody))]

public class Movment : MonoBehaviour
{
    //.ToString("F1")
    [Header("Speed Setting")]
    public float speed = 10.0f;
    public float gravity = 10.0f;
    public float maxVelocityChange = 10.0f;
    public float Torquespeed = 0f;
    public float maxTorqueChange = 0f;
    public bool canJump = true;
    public float jumpHeight = 2.0f;

    [Header("Information Output")]
    public Vector3 velocity;
    public Vector3 torque;
    public Text Torque;
    public Text Speed;
    public Text Location;

    private bool grounded = false;
    Rigidbody rigidbody;   
    Vector3 targetVelocity = new Vector3();
    Vector3 targetTorque = new Vector3();
    void Awake()
    {
        rigidbody = this.GetComponent<Rigidbody>();
        rigidbody.freezeRotation = false;
        rigidbody.useGravity = false;
    }

    void FixedUpdate()
    {
        velocity = rigidbody.velocity;
        // Calculate how fast we should be moving

        //Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")
        if (Input.GetAxis("Horizontal") != 0)
        { targetVelocity.x += Input.GetAxis("Horizontal");                       
        }    
        if (Input.GetAxis("Vertical") != 0)
        { targetVelocity.z += Input.GetAxis("Vertical");           
        }        
        targetVelocity.y = 0;

        //targetTorque
          if (Input.GetAxis("Rotate Vertical") > 0 && Input.GetAxis("Rotate Vertical") > targetTorque.x)
        { targetTorque.x = speed; }
        if (Input.GetAxis("Rotate Vertical") < 0 && Input.GetAxis("Rotate Vertical") < targetTorque.x)
        { targetTorque.x = -speed; }

        if (Input.GetAxis("Rotate Horizontal") > 0 && Input.GetAxis("Rotate Horizontal")  > targetTorque.y)
        { targetTorque.y = speed; }
        if (Input.GetAxis("Rotate Horizontal") < 0 && Input.GetAxis("Rotate Horizontal")  < targetTorque.y)
        { targetTorque.y = -speed; }
        //Stop1
        if (Input.GetAxis("Jump") >0.5) {
            if (targetVelocity.x > 0) { targetVelocity.x -= speed / 4; if (targetVelocity.x < 0) targetVelocity.x = 0; }
            if (targetVelocity.x < 0) { targetVelocity.x += speed / 4; if (targetVelocity.x > 0) targetVelocity.x = 0; }
            if (targetVelocity.z > 0) { targetVelocity.z -= speed / 4; if (targetVelocity.z < 0) targetVelocity.z = 0; }
            if (targetVelocity.z < 0) { targetVelocity.z += speed / 4; if (targetVelocity.z > 0) targetVelocity.z = 0; }
            targetVelocity.y = 0;

            if (targetTorque.x > 0) { targetTorque.x -= Torquespeed / 4; if (targetTorque.x < 0) targetTorque.x = 0; }
            if (targetTorque.x < 0) { targetTorque.x += Torquespeed / 4; if (targetTorque.x > 0) targetTorque.x = 0; }
            if (targetTorque.y > 0) { targetTorque.y -= Torquespeed / 4; if (targetTorque.y < 0) targetTorque.y = 0; }
            if (targetTorque.y < 0) { targetTorque.y += Torquespeed / 4; if (targetTorque.y > 0) targetTorque.y = 0; }
            targetTorque.z = 0;

            //targetTorque.y = 0;
            //targetTorque.x = 0;
        }
        if (Input.GetAxis("Stop1") > 0.5)
        {        
            if (targetTorque.x > 0) { targetTorque.x -= Torquespeed; if (targetTorque.x < 0) targetTorque.x = 0; }
            if (targetTorque.x < 0) { targetTorque.x += Torquespeed; if (targetTorque.x > 0) targetTorque.x = 0; }

            if (targetTorque.y > 0) { targetTorque.y -= Torquespeed; if (targetTorque.y < 0) targetTorque.y = 0; }
            if (targetTorque.y < 0) { targetTorque.y += Torquespeed; if (targetTorque.y > 0) targetTorque.y = 0; }
            targetTorque.z = 0;
        }
        if (Input.GetAxis("Stop2") > 0.5)
        {
            if (targetVelocity.x > 0) { targetVelocity.x -= speed; if (targetVelocity.x < 0) targetVelocity.x = 0; }
            if (targetVelocity.x < 0) { targetVelocity.x += speed; if (targetVelocity.x > 0) targetVelocity.x = 0; }

            if (targetVelocity.z > 0) { targetVelocity.z -= speed; if (targetVelocity.z < 0) targetVelocity.z = 0; }
            if (targetVelocity.z < 0) { targetVelocity.z += speed; if (targetVelocity.z > 0) targetVelocity.z = 0; }
            targetVelocity.y = 0;
        }

        if (targetVelocity.x > maxVelocityChange) { targetVelocity.x = maxVelocityChange; }
        if (targetVelocity.x < -maxVelocityChange) { targetVelocity.x = -maxVelocityChange; }
        if (targetVelocity.y > maxVelocityChange) { targetVelocity.y = maxVelocityChange; }
        if (targetVelocity.y < -maxVelocityChange) { targetVelocity.y = -maxVelocityChange; }
        if (targetVelocity.z > maxVelocityChange) { targetVelocity.z = maxVelocityChange; }
        if (targetVelocity.z < -maxVelocityChange) { targetVelocity.z = -maxVelocityChange; }

        if (targetTorque.x > maxTorqueChange) { targetTorque.x = maxTorqueChange; }
        if (targetTorque.x < -maxTorqueChange) { targetTorque.x = -maxTorqueChange; }
        if (targetTorque.y > maxTorqueChange) { targetTorque.y = maxTorqueChange; }
        if (targetTorque.y < -maxTorqueChange) { targetTorque.y = -maxTorqueChange; }
        if (targetTorque.z > maxTorqueChange) { targetTorque.z = maxTorqueChange; }
        if (targetTorque.z < -maxTorqueChange) { targetTorque.z = -maxTorqueChange; }

        torque = rigidbody.angularVelocity;
        Vector3 ProsTargetTorque = transform.TransformDirection(targetTorque);
        ProsTargetTorque *= Torquespeed;
        Vector3 TorqueChange = (ProsTargetTorque - torque);
        TorqueChange.x = Mathf.Clamp(TorqueChange.x, -maxTorqueChange, maxTorqueChange);
        TorqueChange.y = Mathf.Clamp(TorqueChange.y, -maxTorqueChange, maxTorqueChange);
        TorqueChange.z = 0;

        rigidbody.velocity = transform.TransformDirection(targetVelocity);
        rigidbody.AddRelativeTorque(TorqueChange, ForceMode.VelocityChange);

        Vector3 speedTrack = transform.InverseTransformDirection(velocity);
        Speed.text = "Speed: " + speedTrack.x.ToString("F1") + "," + speedTrack.y.ToString("F1") + "," + speedTrack.z.ToString("F1");
        Location.text = "Location: " + transform.position.x.ToString("F1") + "," + transform.position.y.ToString("F1") + "," + transform.position.z.ToString("F1");
        //Torque.text = "Torque: " + TorqueChange.x.ToString("F1") + "," + TorqueChange.y.ToString("F1") + "," + TorqueChange.z.ToString("F1");
              
        grounded = false;
    }

    void OnCollisionStay()
    {
        grounded = true;
    }


}