That would explain why his cars feel unrealistic. I feel they're hard to drive just for the sake of being hard to drive, not because they're realistic.
He does have a tendency to ruin other people's cars. Did the same with Singer's 911, the version before he messed with the physics is far better.
That's the major sin of all sim racing in general. I find it hilarious that real GT3 and F1 drivers constantly say that sims have way too slippery kerbs and the cars (generally) have way too little traction compared to real racecars. When F1 2020 was released and some F1 driver tested it (maybe George Russell) to give feedback to the devs, he said that the car felt 100% more realistic when the TC was set on. And most sim racers complained that the F1 cars in that game had way too much grip. They sure are better experts than a real F1 driver, huh?
Look at the incar footage of modern F1 and see how those guys can clock 70 laps all those kerbs spot on... and the tolerances are measured in centimeters how they take the corners. Sure they're the best drivers but without insanely high traction it wouldn't be possible to be that consistent. And the gaps in QF between 1st and 20th is about 6 tenths. In the old days it was often like 8 seconds. Sure the older F1 cars should be harder and sloppier to drive on the sims too. Even during the grooved tyres years (Hakkinen-Schumacher-Hill era) the gaps came much closer already.
Now it's actually crazy how small the differences are... today's QF at Monza was a great example. But I've noticed that you can't make old F1 cars very sloppy on AC... otherwise you get all kinds of AI problems because there are so many factors to consider when you build a season. They just won't stay on the track. That's why it must be tough to make a good 60's or 70's F1 season on AC and have somewhat realistic lap times (without making the top speeds way too slow).
I increased the Ferrari Virtua Simulazione 1998 rear traction a little because the car was oversteering and sliding like crazy and immediately someone complained that "it has too much traction now".
Oh yeah... how does he know that? That F1 car should behave like a drift car E30.
People say how great iRacing rain physics are. GT3 driver James Baldwin said that it has WAY too little grip on the rain. Same with ACC's kerbs... they can immediately slingshot you to the next dimension if you take them wrong. LMU has done them much better. On iRacing there was no way to save the car from snap oversteer... you ALWAYS became a passenger when you lost the grip. Every pro driver has said it was totally unrealistic. (Now they supposedly have better tyre model) Sure you can lose the cars... and even the best DO lose the car often... but not with 100% consistency.
Yes... people think more difficult means more realistic. That's a problem. I'd say the actual difficulty should come from AI skill... not making the driving unnaturally hard.
Kunos cars are pretty good generally but if you want to drive a bad car with literally ZERO traction, try Kunos RUF Yellowbird.