Unexpected trajectory after a collision - unity3d

I'm currently trying to develop an arkanoid-like game in Unity but I'm having a problem that I can't seem to be able to solve with a satisfying solution.
When the ball hits the edges of two adjacent bricks, it "reflects" the velocity in an unexpected way: the ball goes to the direction where it was coming from.
For information, I have a world space size of : 5.625x, and each brick has a size of 0.703125 for 8 bricks per line. Also, every bricks have the same Y size for the collider.
I tried increasing the x size of the collider to some reasonable extent (0.74x for example) to make sure there's no gap between two bricks but the problem still occurs sometimes.
Here is a very ugly picture illustrating what's happening (the green arrow being the expected trajectory):
Thanks in advance for your help!
EDIT: Here are the inspector informations regarding the ball and the bricks. Regarding the lines of bricks, it's basically eight game objects with a boxcollider2d and a kinematic rigidbody2d.
The ball material has a friction of 0 and a bounciness of 1.

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Heh! The solution here is:
You had a rigidbody on the floor :)
You don't do that :) Never.
If the "floor" surface is flat, then,
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You've got something strange going on, such as
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Just as in the real world, put something there to stop it moving.
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The situation is very similar to the real world. Try to stay on a box of milk if you have 120 kg (ok, ok, 80 :) ).
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{
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}