Out of curiosity, what exactly do people mean when they're talking about brake to drift? I only just started playing Rivals and I haven't played the last two at all. I actually really like the handling in Rivals, do the recent games handle differently? Or do people not like that style for some reason?
Well-knowing other people have already done the same, I'll try and give an explanation:
No matter what game you're talking about, a handling model can only ever be as good as its implementation. It's not enough for the handling model itself to be well-crafted in and of itself - it needs to work in the context of the game it's implemented in.
Question #1 then: is the handling model itself well-crafted in and of itself? I'd argue that's a "not really". If you venture back a few months in the Payback thread (or just look it up on the interwebs in general), you'll start to see that it's littered with things that feel like they shouldn't happen (so much for that "easier to be perceived as broken" statement, huh?), and it feels like barely any work has gone into addressing some of these issues. That's one of the main problems people have with this handling model. It feels like it's still in beta after six years.
But does it work in the context of the games it's employed in? Sort-of. When it's not busy trying to kill itself, it does work in Rivals and Payback, in part because it's been mildly tweaked between games, in part because the games are designed to accommodate it - from the world it takes place in to the way the cars respond to your inputs. 2015 - because I guess I'll have to address that too - felt like the world (what little there was) was built with one handling model in mind, only to have that swapped for a completely different model two days before release. Nothing in 2015 was built to accommodate either of its handling models. More on that in a second.
Then, of course, there's the matter of preference. Some people just prefer one handling style over another, and over the course of the last 25 years, NFS has attracted audiences for both. This is the one and only part of 2015 that deserves credit, because being able to mix and match the two different handling models to your liking was a neat idea. It just wasn't implemented well at all. Heck, I struggle to say it's even "implemented" to begin with.
TL;DR there are a myriad of technical issues with it that have gone untouched for several games, it hasn't always worked in the context of the game it was used in and grip vs. drift balance hasn't received the attention it needs.
Bonus fun fact: it turned out just under a year ago that
Rivals' handling model is actually based on a grip model, with drifting working more as an "add-on". Do with that as you will.