The driving doesn't need to be realistic, it needs to be not broken. It's not so much the physics themselves that are the issue here (although it is related to that), but the built-in assists in the game's drifting mechanics that were added in 2015.
I get the desire. I really do. I agree with you that the brake-to-drift mechanic is undesirable. I wish they would make a handling model that rewards grip racing properly.
My point in the previous exercise is that criticizing a handling model based on what happens when you hit an object is
extremely subjective. When a person makes the complaint 'cars don't crash right!' 'My car should be steerable
this way, physics be damned,' it is a very slippery slope of criticism indeed.
The basic complaint based on that particular .gif is "My car went the opposite direction of where I was steering." Correct? But the laws of [real] physics dictates that the car did indeed travel in the 'correct' direction, regardless of controller input. The funny thing is, the exact same thing happens in the real world during a wreck. Cars often travel in a direction that the driver did not intend.
I'm not saying that the crash physics are beyond reproach, I'm just saying that choosing a crash to base a criticism on introduces a huge chaos factor. A much more objective exercise would be to critique the handling during normal driving with no impacts. If the car steered in an opposite direction than controller input and was not sliding or otherwise out of control, then yeah, we'd have a big problem. I personally have never experienced that in Payback. I
have seen that very thing in NFS2015 however, and I'm sure there are hundreds of .gifs out there to prove it. (I'm looking at YOU, magnetic walls!)
Controller input is so subjective - in racing games more than any other genre. We complain about the "handling" in a game, but rarely complain that "my avatar in COD runs one direction when I tell him to go the other way." That's probably the same reason why it's so hard for developers to find the perfect sweet spot.