I'm on PC and I was getting really bad stuttering, so I resorted to .ini tweaks (standard Unreal Engine 4, seemingly) to crank the detail down severely and it still stuttered. It turned out to be the game's internal frame rate limiter. Not sure if it's active on console, but it was really breaking my flow as it seemed to mostly be happening in corners (might be related to geometry streaming or grouping / culling etc).
Anyway, playing at 60+ fps (v-sync is also not consistent, so it's off) is for me so much better than at 30 (I can back-to-back it using the in-engine supersampling feature), so I'm glad I went this route.
I have exactly the same experience with the onboard views - tight corners very difficult. It is possible to see clearly when trying slalom at speeds around 20 or 30 kp... Which camera do you use in the game?
I use one of the two helmet views, depending on whether I really want the nicer sound or if I just want to be able to see (the filter on the stylised helmet view is ugly and kills contrast). Low speed manoeuvring is tricky on a bike in the real world, so it's hardly surprising the steering AI struggles in the game. But, as below, it is the view itself that makes it worse I think.
Can't repro this on my PS4. I really like the helmet cam even under 60 kph. Yes it needs some time to get used to, but played all 3 Ride games using helmet cam, guess it helped me. Ride 3 has by far the best helmet cam, tuck-in on manual really feels good.
What about the tight hairpin at Cadwell's Club circuit? That's the only place I've had a problem so far, and you almost come to a stop it's so tight. But the camera, for me, does not feed back the movement resulting from your input very well (or perhaps not very consistently), so I find there's a bit of guesswork involved and this results in "stabbing" at the controls sometimes instead of linearly feeding in the steering, say.
That "stabbing" can result in the bike swinging wildly from side to side as you get stuck in a loop of overcorrection which I can only assume is caused by the weird feedback of the camera view, possibly not helped by the fact I literally lose focus on the track due to the speed of the wobble.
If I force myself to use smooth inputs only, it's definitely better, but braking and accelerating in particular, as well as the bike's angle relative to the handlebars (sliding), are all poorly communicated by the onboard views.
Some of these tracks are brutal, like Macao at night. Without the racing line enabled, I rewind several dozen times throughout a 3 lap race. Another tough track is (I forget the name) the one where you're riding through residential streets with houses and curbs. And the Snake at night is another one...I am really bad at this game! I just beat the Kawasaki special event, all golds. The first time trial with the GPZ 900 took a long time. I ended up lowering the front ride height all the way and raising the rear all the way, and setting the top speed to just above the fastest I could go on the track. It took all of that and I still just barely beat it! The final TT was easier, maybe because I had gotten better at the track (Donington) but still had to mess with the final drive and suspension pre-load.
Having to tweak the settings to even get a bronze was normal for the weekly special events in RIDE 2, sometimes even to the extreme that you've had to resort to - the bikes were provided for you in those events as well. I only very rarely got gold. In that context, you absolutely do need to know the track.
In the other career time trials, it's easier as you can just throw power and slick tyres at the problem in age old fashion, but I still often skip races if I don't know the track, since the AI will wipe the floor with me in the braking zones and I will most likely low-side every other corner...
Then I might learn them via time trial, or just throw a few races away until I figure it out.