Sure. You don’t need any forces. The basic idea is the same thing you may have heard with science shows talking about the arrow of time: physics works both directions, it doesn’t care about time.
So start with something that has physical properties that you want. Don’t use any kind of damping though.
Now, move to frame 2, put it where you want it to end, and keyframe its loc/rot. Keyframe its visibility (visible) and its animated status (animated.)
Move to frame 1 and give it some velocity by moving it in the direction you want it to land. If this is inside some collision body, don’t worry about it. Keyframe loc/rot, keyframe visibility (invisible), keyframe animated if you want (animated).
Now duplicate the object, delete all keyframes, delete all physics from the duplicate. Keyframe visible on frame 1 and invisible on frame 2. This duplicate is just so that you can give it velocity on frame 1, without appearing to give it velocity.
Finally, move to frame 3 and keyframe animated (off) on your physics object.
On frame 1, you see the duplicate. On frame 2, its replaced with the physics object in the exact same place. On frame 3, the physics object continues with the inertia you’ve given it by keying loc/rot on frame 1.
Now if you play you animation, you’ll see it operating in reverse. The sofa cushion leaps from the sofa and bounces across the world. Render and reverse the animation. Or bake keyframes and reverse the keyframes (which will allow to edit some drag in if you need it.)