Wheel acceleration doesn't work

Everything works fine, but acceleration… It doesest work

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

public class CarMovement : MonoBehaviour
{
    public Rigidbody[] wheels = new Rigidbody[4];
    private Vector3 moveForward;

    private Vector3 moveRight;

    private int TorqueMultipliier=10;

    private int MultiplierForAcceleration = 150;
    private void FixedUpdate()
    {
        GetInput();
    }

    void GetInput()
    {
        moveForward=new Vector3(Input.GetAxis("Vertical"), 0);
        moveRight = new Vector3(0, Input.GetAxis("Horizontal"));

        foreach (Rigidbody _wheels in wheels)
        {
            if (Input.GetKey(KeyCode.LeftShift))
            {
                _wheels.AddTorque(moveForward * MultiplierForAcceleration);
            }
            else
            {
                _wheels.AddTorque(moveForward * TorqueMultipliier);
            }
        } 

        wheels[0].AddTorque(moveRight * TorqueMultipliier);
        wheels[1].AddTorque(moveRight * TorqueMultipliier);
    }
}

I suggest you start fixing this by structuring such code properly:

using UnityEngine;

public class CarMovement : MonoBehaviour
{
    [SerializeField] _wheels = new Rigidbody[4];
    int _torqueMultiplier = 10;
    int _multiplierForAcceleration = 150;
    float _horizontal, _vertical;
    bool _leftShift;

    // everything rendering and input related goes here
    void Update ()
    {
        _vertical = Input.GetAxis("Vertical");
        _horizontal = Input.GetAxis("Horizontal");
        _leftShift = Input.GetKey(KeyCode.LeftShift);
    }
    
    // everything physics and simulation related goes here
    void FixedUpdate ()
    {
        float torque = _torqueMultiplier;

        Vector3 right = new Vector3(0,_horizontal);
        _wheels[0].AddTorque( right * torque );
        _wheels[1].AddTorque( right * torque );

        if( _leftShift ) torque = _multiplierForAcceleration;
        
        Vector3 forward = new Vector3(_vertical,0);
        foreach( Rigidbody wheel in _wheels )
        {
            wheel.AddTorque( forward * torque );
        }
    }

}

This code working on default boxes with gravity disabled:
GIF 11.11.2023 20-56-50