Similarly, there's no good reason to have so many Kei cars in them when Kei cars can only really be used in one or two events. Why add cars to the game that do not serve the gameplay?
No, but if you base a car's worth based on how fast it is, I'm just pointing out about how real life had events that organized racing for cars that you think are unsuitable for racing too. Why you keep ignoring the examples of real life racing with "useless cars"? I hate removing features in any game whenever it's "useless" or not (only removing outright detrimental ones like credit limit), the important thing is to not have it be forced upon the player and just leave it as a choice for them, and and I'd prefer if the problem is approached in different way other than removing.
The only games in the series that were truly 'playable car encyclopedias' were GT5 and GT6, and it is very noticable. In a bad way. GT6 especially. It has 1300 cars, half of which look awful, and a painful career mode which is little more than random, ridiculously easy races strung together by ridiculously easy license tests and special events. GT6 bombed. The niche audience that was only in it for the cars and relatively pretty graphics wasn't enough to make it a success. I loved GT6 when it came out, but it was very bad for the series.
And none of everything you mentioned are about how being car encyclopedia is terrible except of implementing Standard cars (yeah that'd mean PD's manpower can only produce 447 high-quality cars for PS3, and 152 semi Premiums), and even then other than PS3 architecture PD had some blame on this not due to "bruh stop giving many cars", but about PD not wanting to even go for a middle ground between quality and quantity, instead creating ultra detailed cars that they thought would be future proof, which turned out that PS3 cars weren't. On top of that, they decided they would all be done in house, no outsourcing, the sensible decision. The problem is PD's stubbornness to do everything in house and their lack of manpower (I've repeatedly talked about PD having small number of employees) here, of which at least PD outsourced now (dunno about PD's hiring spree though).
For others, painful career mode? I don't even praise GT6's career mode here, I also think the career mode there is poor. More cars should be actually
more potential to add up more varied races and events, such as 1 Lap Magic in GT4 that is also about car reunion, but GT5 and GT6 instead have half the events GT4 have and that's by no means a praise for me, instead it's one of the odd decisions I got confused about GT (probably due to gamers getting older and having less time, thus they minimize the games so they can complete it... uhh like there are no time limit in completing games, I don't like games nowadays being minimized for older folks. That isn't the blame of putting many cars in game, it's just them not knowing what they're doing for implementing offline mode. The other problem would be PD having outdated structure, but changing career structure is separate problem from car amount.
The general public either turned away after GT5 or would've turned away after GT Sport essentially rebooted the series. Gran Turismo is a racing game, just like any other game, that carries a certain charm with it because it is more or less the only racing game that pays attention to detail to things outside of the racing itself. That doesn't mean it should be filled up with cars that do not serve the game's core gameplay. I'm sure that there are people who like racing slow cars beyond the mandatory career mode events, but they are a niche audience. Modelling cars for the PS4 and PS5 takes far too much time, money and effort to appeal to niche audiences.
Ignoring about how GTS had mixed reception too among good number of gamers due to the radical departure over the original series. Either due to its initial car roster being mostly made up of racing models, lack of single player content, lack of tuning, etc. It's iirc only arounf 15% too among GTS player fanbase that touched Sport Mode. And that GTS got better reception and rdue to GT re-igniting some of its offline aspects and/or old formula of GT in GTS like adding more production and tuner models, etc.
About cars serving game's core gameplay or not, again for above, it's about poorly implementing offline mode, due to either minimizing the game or keeping old structure. And for car serving in game's core gameplay or not, it's not even always the "slow, useless" cars, it can be something like Ferrari F2007 and F10 on GT5 (F1 cars, means superior to most of cars in game), that is practically unusable. Probably start addressing different root of problems and/or solutions instead of pushing personal agenda of only blindly blaming it all on car amount while ignoring everything else.
My main point is that variety and quality are far more important than quantity, and that the former two have been seriously lacking in the UCDs in GT4 and GT5. Since quality is subjective, but also important considering the earlier mentioned limited amount of time, money and effort, the cars should primarily be selected based on their usefulness for the core gameplay and secondarily on their usefulness for the other things that most players will want to do (e.g. looking good for scapes).
Don't know why people think everything must be mutually exclusive and compromising. I'd want if the game aims for both quality and quantity/variety as possible as it can. Like sure the game had to make sure the quality of the car is top notch, but doesn't mean that the game had to keep the car amount set at certain low number and not adding anything after that for only "quality" and "no quantity". I'm also one of those that thinks lowly of GT5's UCD, so don't bring that up as if I supported that.
The esoteric taste of a small number of enthousiasts should only come after that. Not because their opinions are less important, but because their interests are simply not what the game is about at its core. It's a racing game. A true series of games for car nuts would never consistently end up in the lists of the best selling PlayStation games of all time.
Besides the game is also branded as "Whether you’re a competitive racer, collector, fine-tuning builder, livery designer, photographer or arcade fan – ignite your personal passion for cars with features inspired by the past, present and future of Gran Turismo™". The new feature advertised in GT7 is even about car collecting instead of hardcore competitive racing, in GT Cafe. Be a purist as much as you want, but either way you're really not the one to decide the core of a game or such, and you have no right to force people's views or interests regarding "the core of the game".
This has nothing to do with anything I wrote.
Well, about you determining about what "fun gameplay" is and/or what content suitable only for your view there, or deciding what is "absolutely zero reason to have", or which audience is "niche" or not (which of course, you'd have bloated sense of self-importance thus claiming anyone like-minded as the major one and the one opposing you as niche, of course so at least you'd get preferential treatment, others be damned), and presenting those as if it's objective fact. Speak for yourself, don't speak for anyone else.