If the 'true motion' is extremely violent, any sort of smoothing will have a byproduct of sluggishness/inaccuracy because it's not faithful to the violence of the motion. There's a bit of an unavoidable tradeoff there.
So:
How could I reduce the force exerted onto the entity without affecting the strength of the motor?
This isn't really a consistent concept. Reducing the force on the entity necessarily weakens the control system (directly, by changing motor parameters, or indirectly, but adjusting the input to the motor).
It sounds like the actual problem is that the 'true motion' is so violent that the simulation can't stay perfectly stable with the forces required to follow it exactly. At that point, there are a few options:
1) If the motion is just too strong for objects in general, weakening it in some way would be a good idea. Reducing the spring constants or maximum force would help. Using a nonzero motor.Settings.Servo.BaseCorrectiveSpeed might be able to achieve something closer to your desired motion while avoiding hyper-rigid springs. Using base corrective speed will make an object converge to the goal with an attempted-constant speed on top of whatever spring-sourced velocity goal there is. This might help small, fast motions feel like they converge faster than the error-responding spring correction alone without requiring a lot of force because springs apply less force at smaller distances.
2) If the motion is just too strong for objects in general, increase the accuracy of the simulation by taking more, shorter time steps and increasing the iteration count.
3) Is the simulation having a hard time because of some particular difficult part of the simulation? Is the mouse ripping apart an articulated system? If so, reducing the violence applied to objects involved in articulated structures might be a good idea (a conditional reduction in spring constants/force).