Two clocks, and why
Rendering runs as fast as the machine allows. Physics does not. Unity steps the physics simulation on a fixed timestep, 0.02 seconds by default, which is 50 steps per second, set under Edit > Project Settings > Time > Fixed Timestep.
The reason is stability. A physics solver integrates forces over a time slice, and its accuracy depends on that slice being small and predictable. Feed it a variable frame time and identical situations resolve differently on different hardware: a stack of crates that settles on a desktop explodes on a phone that hitched for 200 milliseconds.
So Unity decouples them. However long the frame took, physics advances in uniform 0.02s bites. If a frame took 0.05s, the engine runs the step twice and carries the remainder. If a frame took 0.008s, physics may not step at all.
Everything else in this lesson follows from that one decision.

