So point out what specific aspects of that video lead you to believe that the car is pivoting around the centre of the car rather than behaving as the forces at the four corners dictate, please.
Anyway, please describe the difference in how a "central point" pivoting car would take the same corner, and how a viewer might spot this difference.
Sorry if I'm being picky and harsh, but this tends to happen a lot with videos, particularly with videos of games that have had previously poor reputations. If you're onto something, I'd like to understand what you're seeing and how you arrived at the conclusion. Please share the data and the reasoning you're using to come to your conclusions, and then I and others can see if we agree. At the moment, I'm not even really sure what you're looking at.
Not picky or harsh at all, claims should be backed up.
Central Pivot Point physics (CPPP) dictate that the world turns around a single point set in the middle of the car - forces exerted on the car only result in changes in direction (left, right) around said point.
A 4 contact patch system takes into account the forces that exist in reality, not just "rotation". Traction, weight transfer, multi-axis movement etc are all (theoretically) modeled. Of course, this system requires a lot more resources.
CPPP is most obvious during cornering. Say you're turning right, the front of the car rotates to the right, the rear to the left around the center of the car. Inertia creates a kind of pendulum effect around the center point as the driver tries to straighten, necessitating counter-steering in both directions, seen as a gradually reducing "swaying" from left to right as the car leaves the corner, really noticeable in the Touring Car videos.
In both reality and a 4 contact patch system, as the rear swings around to the left, all those forces I mentioned above (traction, weight transfer etc) come into play, so instead of a "swaying" effect, the inertia causes the outside rear to squat down (and to some extent the outside front), giving better traction which drives the car "forward", meaning a decent yaw angle mid-corner can actually be corrected without the need for the back and forth counter-steering/swaying seen in CPPP.
In my opinion, Codemasters use a basic 4 contact point system on top of an older, CPPP system. This seems to work for open wheel cars - the F3 looks very promising and I've enjoyed the newer Codemasters F1 games. But it
seems to fall short for the Touring Cars.
As already said, we will have to wait and see. The "swaying" could be caused by any number of factors.
EDIT: For what it's worth, the "driver" in the Touring Car video actually confirms (through the Youtube comments) the swaying/center pivot, though I'm not sure how much trust I'd put in that.