Chris has already given you the correct answer, your resolution is really too low for a good liquid simulation. By the way, the face normals of your bowl are pointing inwards, you should recalculate them with Shift+N in Edit Mode (but this doesn't help in this case).
So however, if for some reason - a special look or whatever - you want to stick with the low resolution, here are some additional options to get the simulation working.
First of all, since the effector bowl's walls are too thin for a good collision detection at low resolution (which is why you need to add high surface thickness which makes the liquid look floating unnaturally), you can make the walls thicker. This way you don't need to set a Surface Thickness and can avoid unnatural floating.
If you don't want the bowl to look thick, you can use a different object as the Effector with much thicker walls extending outwards. Hide this one in render and use an object (that isn't an Effector) with desired thickness for rendering. This works in your case if you don't want water to be flowing above the rim.
Other options are (but unfortunately not working in your file, just for future projects):
Increase the Sampling Substeps on the Fluid and/or Effector objects. This makes Blender calculate more data inbetween frames which can help in some cases if you have fast moving fluids or effectors. Values of 10 to 20 don't even increase simulation time much.
In the Domain settings, under Use Adaptive Time Steps, increase the values for Timesteps Maximum and Minimum. Especially setting the Minimum to more than 1 ensures that Blender always calculates a little more accurate than default. Increasing these values are usually increasing simulation time, but this always depends on the scene, resolution etc., but even a Minimum of 2 will help improving the calculations.
All these options are no guarantee that your fluid simulation will work as expected, but tweaking might sometimes be just what makes the crucial difference. But as mentioned, in this case only a higher resolution as Chris suggests or thicker walls will help - but these solutions let you decrease the Surface Thickness to maybe even 0 which stops the floating.