If you have Effect Physics ticked then the object should be using the Rigidbody's defined constraints instead of the TrackingAction's. So if you have Position constraints ticked in the Rigidbody then that should lock some of the travel directions.
What I would do is to (a) un-tick all of the constraints in the TrackingAction so that they are all unlocked; and (b) place a tick in all of the Rigidbody's Rotation constraints, and have one of the Rigidbody's Position constraints ticked at a time to lock it until you get the results that you need.
In an ideal world, you would just tick the Y position constraint in the Rigidbody to stop up-down movement. However, directional axes in a Unity project do not always correspond to real-world expectations, so having Y unlocked can cause movement on the horizontal X plane. Experimentation is the key!