Those are some mighty fat pixels
Ah, OK. I think that I get what you said, now.
The problem was that the premise of fat pixels, even if meant to be tongue-in-cheek, is not relevant. The game decides to apply penalties due to the position of a car in relation to invisible, internal positional bounds. Unlike pixels, we can't see where these bounds are nor how they are shaped. Drivers only have the visible environment to go by. This is why drivers are confused, because there is a mismatch.
A car closer to the visible game boundary marker (the white line) is getting penalized while the car farther away isn't penalized. All other things done right, that makes no sense, but since we aren't privy to the game internals, drivers have a difficult time figuring out how far they can push the limits of the penalty system (without a lot of investigative time spent).
If PDI had set the game's bounds properly (closer to reality), there would be much less of an issue. The obvious thing to do, for now, though, is to avoid pushing the penalty limits quite so much. For example, is there really anything worthwhile to be gained from being down there in the first place (quickest line to the next braking point) vs taking a safer higher line or the racing line? I am not sure that there is, but the game does record sector times, if any are applicable in this area (I think there is one just before the left-hander's exit and one down the straight). The shortest line isn't necessarily the fastest line, or is it? The shortest line is certainly the riskiest, though.
Sorry for rambling.