Algorithms are a much better judge than the human eye, but they need context. The penalty system in GTS doesn't have any context, it doesn't even know where the corners are. The server only sees contact, plus a result from that contact, one car going faster, going off track or losing position.
Instead an algorithm can perfectly calculate at what speed it would still be possible to make a corner, whether overlap was established before the turn in point for that particular car and corner. With the data synchronized on the server, while the server runs the simulation as well with pre-calculated information for all the cars that can be used on that track, it can certainly tell whether someone brakes on time for their entry vector, too late or far too early.
These rules are pretty clear
https://f1metrics.wordpress.com/2014/08/28/the-rules-of-racing/
With synchronized data on the server, with track knowledge and state of the cars involved (type, current tire wear, fuel weight) plus driver inputs the server can definitely tell what is a dive bomb and what is not.
Maybe GTS 2 or GT7 will have servers that do more than be a glorified router to try to solve this problem. Of course excessive lag will still mess things up and the question becomes who is to blame incidents involving lag spikes. But there's plenty to fix before getting to that.
It's not a simple problem, it involves a lot of context, which is why currently the human eye is a much better judge. Yet all that context can be added to make a proper decision. The game can already drive 19 AI cars over the track without colliding while also avoiding the player, there's plenty knowledge there to be used. It's not perfect of course as the AI tends to brake in odd places and mid corner, yet that's a matter of fine tuning the context and improving the algorithms.
However there are plenty easier to solve collisions that are still completely wrong.
We're asking for something that needs some real resources to be solved. The current implementation simply can never work no matter how it is tweaked. I'm curious what the next update brings. We've been stuck with tweaks of the current system for almost 2 years, all variations of a blind server trying to judge collisions based on outcome. It's been a while, perhaps there will be a new system.