Correct. Many games do not implement countersteer logic the exact same way that PCARS3 does, to the exact same extent, because they are not the same game.
There is no noteworthy input latency in PCARS3 on a low-latency display -- if there was, I would have noticed it. The hesitation you observe, reproducible with the maneuver you described, is the countersteer logic at work:
- You steer left at a moderate speed
- Car moves left
- Steering logic detects slip angle
- You steer right
- Steering logic goes into countersteer logic -- you are now countersteering
- (Rear) slip angle decreases back to zero
- You are still steering right
- Steering logic detects that you have just straightened the car
- Steering logic assumes you do not intend to over-correct
- Steering logic hesitates, to mitigate over-correction
- You are still steering right
- Steering logic determines that you intend to steer right, and loosens up again
- Car moves right
TL;DR -- The steering hesitates in this maneuver (as well as transferring from one drift into another) because it is designed to help prevent over-correction, which was a too-common consequence in PCARS1 and PCARS2 with an analog stick. It is not lagging; it is trying to help.