Lethn basis.x, basis.y and basis.z are three vectors representing coordinate axes of some coordinate system, relative to its parent system. If you want to apply a force that's directed down the z axis and up the y axis of that coordinate system you'd do something like:
apply_force(whatever, basis.z * throwStrengthMultiplier + basis.y * throwStrengthMultiplier)
Or better yet transform your vector from basis space to parent space:
apply_force(whatever. basis * (.5, throwStrengthMultiplier, throwStrengthMultiplier))
In godot 3.x that would be:
apply_force(whatever, basis.xform(.5, throwStrengthMultiplier, throwStrengthMultiplier))
This is assuming that the basis is orthonormalized i.e. its coordinate system is not scaled or skewed, only rotated.