That was not happening here, I think. The ball accelerated whenever it collided with something. Since Unity cannot handle fast moving objects well, the ball ignored colliders at some point.
Unfortunately, the physics simulation is not reliable, which is the reason why I’m not a big fan of the Physics2D material. You sometimes get a strange behaviour even if you set the bounciness to 1. In theory, 1 is supposed to preserve the current energy. Maybe that changed in newer versions of Unity but in the past, the ball happened to lose energy even with 1.
So if you are experiencing strang side effects, the issue is not necessarily caused by you but by the Physics2D material.
Is the issue solved?
See also: