Well I took a premature dice into Unity Dots Physics so things are an extra hassle (also why no WebGL build unfortunately)
I am just using direct velocity. I made some adjustments using some of your feedback and sources. It's completely different. I made the Jump variable and with less force. Funny because most unity games Jumping seem to have floaty issues as a common complaint. I wen to far the other way it seems. Really appreciate this insane feedback.. Maybe you can give the now updated version a shot. Still has a new set of issues. It's weird it has an unintentional double jump it seems. Anyway thanks regardless. Also I really like all your ideas when it comes to incorporating this mechanic properly. Definitely going to approach it accordingly.