Even if it released on PC, which is unlikely, the likelihood of the game being presented in a format which would allow modding is zero.
Never say never.
Plenty of titles that don't natively support modding are still very much modable on PC.
As an example, Project Cars, Project Cars 2, and AMS2 were never built to be modded, yet all three have mods available, and that's content mods.
Stuff like FFB can be sorted via a simple Notepad edit of the relevant file, and pretty much every PC title can be modded this way, PC and PC2 had pretty much all the
FFB issues fixed via this route. Add in the ability to add dash overlays via SimHub and change the visuals via Reshade and a huge amount can be done even with titles that don't support mods officially.
I just had the car out last Saturday, slightly cooler temps, and I could feel the front tires start to understeer with the tiniest/subtle feeling in the wheel when I reached a certain amount of steering input. It was so subtle I wasn't 100% sure that's what I was feeling but I think it was. So it isn't this like big sensation in the wheel. The wheel didn't suddenly go completely light or whatever like these sims do. But again, that's also going to come down to tire specifics and alignment, front end weight of the car etc.
It can be subtle, but it can also be very sudden and noticeable, as you note its very much down to a range of factors. Rear and mid-engined road cars will push into understeer quite gradually on a constant or slightly increasing throttle, particularly on the road. Get to a track (with the associated increase in surface grip) and throw in a track-specific set-up, semi or full slicks, and a rapid reduction of steering weight is very much real. In (very) simple terms as the forces involved increase, the reduction will be far more noticeable, particularly with slicks.
On the road you are going to find it most noticeable on a FWD car with a reasonable amount of power and an open-diff.
It is a funny problem that other sims, even the most hardcore ones don't have, you ain't driving a Samba Bus or a Toyota ambulance in Iracing or Le Mans Ultimate, those devs don't have to worry about that sort of stuff
True (apart from those with Truck Racing, and AC with, well, everything), but most of these do also allow you to map a 'per-car' FFB gain setting.
Take crossing railroad tracks for example. It sends a massive jolt through the entire car but steering rack forces don't exist as both sides do it at the same time. Even turning onto a driveway and crossing the kerb one wheel at a time does very nearly nothing, I've specifically tried it for this reason and there's barely any movement in the wheel. You don't feel wheelspin (at least in a RWD car), rough tarmac, anything like that through the actual wheel as they don't produce any steering forces. But people indeed think that all that should be there and the FFB is automatically bad if it doesn't happen. Well it doesn't happen because it shouldn't in the first place.
Differences between road and track/race cars need to be taken into account here.
Road cars are specifically engineered to remove as much of the Noise, Vibration, and Harshness as possible, and that includes via the steering. All the steering and suspension bushings do a fair amount of that, swap that out for race spec bushings and/or rose joints and it's very, very different. Ditto the stiffness of the suspension set-up itself. Even on the road, switching the damper setting on my i30 N from Standard to Sport+ (which is only really usable on a track) has a noticeable effect on what can be felt, not just via the whole car, but also the steering.
You are of course right that a lot of SoP feel can be added into the FFB, but again, this should be able to be dialled in or out as required by the user (as not everyone has a tactile set-up rig), but it's also true to steering forces can be more detailed that many assume based on road car expereince (as manufactrurers try and remove as much of it as possible).