Also, yes you can. Any kind of benefits you get from changing the pressure can be done by changing a combination of settings in the suspension to increase contact etc. Its alot harder to get right than going the cheap option of adjusting tire pressure but the pro's outway the con's.
Nope.
Imagine you have an entirely solid tyre, providing no "suspension" effects at all. Do you still want camber? You probably do, the car body will still roll under normal suspension in the corners so you'll want to match your camber to maximise grip there.
So now when going straight you'll be running on the inside shoulder of your extremely hard tyre. Your contact patch in a straight line will be tiny. Can you adjust your suspension to compensate for that? Not unless you get into some ridiculous dynamic suspension system that alters camber based on load or something.
Tyre pressures do things that suspension cannot.
And if you don't think that it's a big effect, change the pressures on your road car from stock values, which are probably in the low 20psi range, to track day pressures in the low 30s. The car feels a lot different.
I'm not sure why you doubt this. If variable tire pressure is not modelled, then by default the tires will behave as if they are set to a permanent pressure value.
Even the most horribly inept game developers can't model a tire with "nonexistent" pressure. I don't even know what that would entail. It may not have a specified value, but the pressure "exists." And if it can't be changed and doesn't change during a race due to temperature, etc., then it's permanent and static.
Let us define tyre model. A tyre model is a specific set of code designed to process data in a manner consistent with a real tyre. Given how complex tyres are, no tyre model is going to be perfect, but it's more of the intention that counts.
Now let us turn to examples. Wipeout can safely be said to have no tyre model; it has no tyres.

Ridge Racer likely has no tyre model either, it's simply a sliding box simulation with a box that happens to be shaped like a car. iRacing and Forza definitely have tyre models, they make a big point of advertising this to their audiences.
GT5 could go either way. We have strong evidence to suggest that some values that might be expected to be used in a tyre model are either non-existent or fixed. I would suggest that a "tyre model" with fixed values is little more than a sliding box simulator with 4 boxes linked together. It's not modelling anything, it's simply a collection of values which coincidentally happen to produce the desired output.
You might argue that anything that produces correct output is acceptable, but I believe that a true tyre model should be aiming to be able to replicate any reasonable tyre state, not one single tyre state that the developer has found to work.
If you have a set of equations that predicts the weather with high accuracy only as long at the weather is fine, there is no wind, and the temperature is exactly 25 degrees C is that really a weather model? That's what I feel GT5 has, and I don't consider that to be a tyre model. Maybe you do.
Forza, on the other hand, definitely has a tyre model. And it will serve them in good stead in the future, as it can be expanded and developed.