When I move my Character slips around along the floor,How can I stop my 2d character sliding around like it's on ice?

I should start by saying that my game is a top-down view over a field with my player, the player moves when I give it the correct input but keeps going when I release the key and increasing the linear drag does not work, I think I need to apply some code to counteract it with another force, Does anyone have a snippet of code or some advice? Thank You. Here is my code:

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

public class PlayerController : MonoBehaviour
{
    public float speed;

    private Rigidbody2D rb2d;

    void Start()
    {
        rb2d = GetComponent<Rigidbody2D> ();
    }
    
    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");
        Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
        rb2d.AddForce(movement * speed);
    }
        
}

,So my game is a top-down view of a '‘field’ with a squirrel on it (so far). WASD movement works but when I let go of the keys the character keeps going as if it is on ice, How can I fix this? Is there some code I can use tho apply a counteracting force? I have tried increasing linear and angular drag and that doesn’t work, Here is my code: I am using visual studio 2019 community.

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

public class PlayerController : MonoBehaviour
{
    public float speed;

    private Rigidbody2D rb2d;

    void Start()
    {
        rb2d = GetComponent<Rigidbody2D> ();
    }
    
    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");
        Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
        rb2d.AddForce(movement * speed);
    }
        
}

@ WarriorGecko,

You are using AddForce() but are no doing anything to counteract that force. Another way to do this would be to set the Rigidboy2D velocity property instead. That way when you stop pressing the key, that part of the Vector2 velocity would go to 0. Use the following:

         rb2d.velocity = movement * speed;