The reason I think gt4 is a step backwards over gt3, is you can trail bake, lift off oversteer and drift in gt3, these things are not simulated in gt4, so for me gt4 was a big fail. In gt4 when the wheels spin at low speed they would not propel the car fast enough this is really evident when you try to drift, gt3 had this problem too but it was not as bad as you could still drift and gt5p also shares this problem in the same way as gt4 did.
The most important thing to me is the handling physics I'm not really too concerned about tyre wear or damage or over heating clutches etc. I just want to be able to do anything a real car can do, as far as driving goes. LFS can do these things and I think PD could make GT just as realistic but they choose not to unfortunately.
In all honesty I can't remember exactly what GT3 was like, as I sold it a fair while ago now and have been playing GT4 and GT5P ever since. All I can remember was that GT4 impressed me at the time, and much more so than GT3 did. GT4 was certainly more fluid than GT3, which still had some hang-ups from the PS1 GTs.
I disagree that GT5P shares the wheelspin problem of GT4. It's one of the first things I noticed when playing GT5P, even back in April-ish earlier this year, before PD updated the physics a couple of times. There is a much, much greater sense of traction in GT5P than there was in GT4.
I agree with your second paragraph though 👍 Handling physics are more important than some of the other, smaller issues like brake fade and mechanical wear and tear.
I can do drifting in gt5p but it is not simulated good enough to keep my interest, because like gt4 when the car is drifting it loses speed and tries to straighten up even though the throttle is on.
Bear in mind that most of the cars in GT are road cars. I don't know if you drift in real life, but for cars to have long, controllable drifts they have to be fairly significantly modified, and the drivers have brilliant control and feel for the car.
In GT, the cars are basically standard road cars in which you can fiddle with the settings a little (for the most part) and you'll never get the same level of feel or control whatever controller or wheel you use as you will driving and drifting a real car.
If you've ever seen amateur drifting in fairly standard road cars you'll see that the cars don't really want to remain sideways - they either want to spin or they want to slow down and straighten up (like you mentioned), quite unimpressively!
It is like trying to drift a car with an open differential. Also when you clutch kick the wheels should spin not get extra grip and when you floor a car at almost tickover it should not spin wheels and hit the limiter.
For me drifting has become a little more difficult since the last physics update, as the small increase in overall grip has made the cars much more edgy around the point of losing traction, and much less predictable. I drive with sixaxis though, so maybe it's better with a wheel. I think drifting in GT5P is generally very well simulated though, and certainly having looked at some of the videos of the top scores online, people are getting some very lifelike looking drifts, probably even more so than the LFS ones I've seen. This suggests the drift mechanics are more than up to the task.
Not because it has been polished five times, but still has the same basics. And simulating inner tyre lift or realistic jump is not going to shorten the sales at all. So don't apologize them for being lazy when three folks developed better physics engine after their work than 100+ people team of PD in ten years.
Some of the things you've mentioned - like the two aspects in the quote (jumping physics and lifting a rear tyre under hard cornering etc) - would be quite nice to see in GT5. Most of the other things that LFS offers just
aren't important. No game can express certain things as well as genuine, real world physics can, so there's little use in trying to replicate them virtually.
And I don't know quite how many times I'll have to repeat this, but
GT is a vastly bigger game than LFS. What three blokes have created is impressive, but it just doesn't have anywhere near the same content as GT. And the content, and making menus work intuitively, and implementing a solid online system that will be used by people all over the world (and in vastly greater numbers than the LFS userbase) and all the other things, are what take time to implement. It just isn't as simple as you seem to be making out.