Move and slide includes it but for other movements like jumping you would have to use delta so that their speeds and/or acceleration are dependent on time and not on their fps.
I believe that force and torque are only for rigid bodies (their movement is completely handled by the physics engine) but if you want to apply force or torque manually there is a specific function for it:
void integrateforces ( PhysicsDirectBodyState state ) virtual
(See rigidbody in the manual)