^^Hm, that sounds like my Iracing experience, where I had to arrive at each corner at exactly the correct speed. Anything above and i was out. Very frustrating. So I spent most of the time looking at speed to be just right, instead of paying attention to the traffic and racing.
Was going to post something similar to what you wrote above - almost to a T.
But then...fortunately, DK changed the TM and in the last few months iR changed significantly and tires are finally tires. [Not spot on, not flawless...but believable, at least with a few cars.]
But racing in AC is just pure poetry. You listen to the engine and tires, ffb matches that and you know by feel, how fast you can go. If I make a mistake I know exactly what I did wrong.
Fortunately, my experiences/work (physics wise) with 3 different physics engines have allowed me access to the "poetry" you experience with AC.
You and
@Mark Quigley describe in similar ways experiences with 2 different "next gen" simulators. All good, but somewhat unfortunate because these other "old" sims offer the same experience (from a technical POV, on one hand, and judging from the reactions of others, from a "feel" POV as well) as your "next gen" sims.
That is the point some devs don't want to see discussed: from the perspective of physics, mathematics and algorithms, what some of the "non next gen" game engines offer is every bit (literally) as good as novel sims. You do have to invest a very large amount of time to get the best out of them, true, but the potential is there.
So, why didn't "devs" take the most from those "old" platforms?
Ask them.
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Hence why I ask people to step back, take in a lot of information and not simply swallow what some clever dev/marketing head/CFO/CEO/PR guy/gal tells the world.
Think about Greenawalt's relentless focus on realism to "sell, sell, sell":
it’s the tyres where we’re not just on the cutting edge of racing simulation, we’re on the cutting edge of tyre science.
[...]
It means a car comes to life. It’s just more alive. And that’s what Forza is about. We want to bring physics that a race car driver can appreciate and put it in the hands of a five-year-old.
If you think this level of hype is particular to console "gaming" and FM5, think again.
Step back, seek info (GB's of it, year after year) and judge for yourselves.