Hi,
I would do the following to lift any assumptions, cause indeed, anything is possible with softwares...
build a minimal project which shows this issue on a simple cube, with a simple add force, that when published differently behaves differently.
If indeed we can repro this, we can address this, wether it's a Unity api change or something we can change directly in the action.
However, since IOS will reject anything not published with IL2CPP enabled, I don't think it's worth the effort, however for the sake of accuracy, that would be a good bug to nail for sure.
I had some similar issues with the Unity Ads module, worked fine in editor and IOS, and wasn't working at all on android, turns out the Unity api method that shows an add is not actually behaving exactly the same on android then on other platforms.... ouch...
Also, Unity 5 introduced a new physics engine version which breaks projects made in Unity 4. I have samples that works in Unity 4 but not anymore in Unity 5, so maybe in your case, there could be a slight change in the physics engine version which leads to this issues with AddForce or a setup that affect the physics computation of that force being added.
I am ready to investigate with you this issue, so let me know if and when you have a minimal project reproducing this problem, and I'll double check locally.
Bye,
Jean