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using UnityEngine;

public class DeleteProjectile : MonoBehaviour
{
    [SerializeField] private GameObject player;
    private float projectileSpeed;
    private Vector3 projectileDirection;

    // I'm assuming your bullet is detached from the player and I've added getcomponents and a serialized player gameobject field for you to fill.

    private void Start()
    {
        PlayerSpeedScript speedScript = player.GetComponent<PlayerSpeedScript>(); // Replace all PlayerSpeedScript with whichever script your speed is in.
        projectileSpeed = speedScript.projectileSpeed;

        PlayerDirectionScript directionScript = player.GetComponent<PlayerDirectionScript>(); // Replace all PlayerDirectionScript with whichever script your direction is in.
        projectileDirection = directionScript.projectileDirection;
    }

    // You could also add a float speed/vector3 direction requirement to this function and fill it wherever you spawn the projectile, eg private void RaycastTimeToDestroyProjectile(float speed, Vector3 direction)
    private void RaycastTimeToDestroyProjectile() 
    {
        if (Physics.Raycast(transform.position, projectileDirection, out RaycastHit hit, Mathf.Infinity, wallLayerMask))
        {
            Debug.DrawRay(transform.position, projectileDirection * hit.distance, Color.yellow, 0.5f); // Debugging raycaster

            float distance = Vector3.Distance(transform.position, hit.point);
            float time;

            // Generates a time to delete, to 2 decimal places, if you need more accuracy, change how this works.
          	time = distance / Mathf.Max(projectileSpeed, 0.01f); 
            
            deleteCoroutine = StartCoroutine(DeleteProjectile(time));
        }
    }
    private IEnumerator DeleteProjectile(float time)
    {
        yield return new WaitForSeconds(time);
        Destroy(gameObject); // I recommend object pooling, pooling disables and re-enables projectiles instead of deleting - result is better fps and stability.
    }
}