"1. More of the vehicle's momentum/inertia should continue forward in the original direction of travel while the rear-end swings out, rather than so much of the vehicle's direction of travel changing so drastically as if you had a ton of grip and literally turned the car sharply left or right.
It's like the front-end just turns-in sharper and sharper with too much of the vehicle's original direction of travel changing to, and therefore following, the direction that the front-end is pointing towards. You can even easily see it when watching from a 3rd person, or trackside/TV cam; the car hardly looks like it's drifting, but rather just following the nose. Because of this, many times at the end of a slide you'll find yourself halfway, or completely, on the other side of the track because too much of the vehicle's original direction of travel was lost so you therefore find yourself just turning-in sharply and driving almost perpendicular relative to the track's direction and therefore heading towards the wall/side of the track nose-first.
The other sims do this too, but I feel ISI's engine may do this the most. The sim that did this, by far, the best and closest to real-life was the alpha/beta of an AMAZING driving game called Driver's Republic which sadly never came to fruition (the driving dynamics potential of that engine was mind-blowing). LFS is probably 2nd best (in this very specific area).
Is it strictly an issue with the core tyre physics, or something deeper in the overall physics engine? I don't know, but it's been here in every ISI-engine-based sim since F1 2002 and maybe even before (maybe SCGT? - Never played it).
2. At very slow speeds, when you crank the steering wheel very hard left-and-right (I like to call this, Fernando Alonso-style warm-up driving, lol) the vehicle will start to loose too much rear-lateral grip and start sliding even if you are applying neutral-throttle, and only a little amount of throttle at that. Again, this seems to happen with way too many cars and may be more of a core-thing rather than specific car-modelling.
3. On many cars - even at just 25%, or so throttle - once the rears start slipping just the most minute amount, the slippage, almost instantly, becomes WAY over-exaggerated. What do I mean by "over-exaggerated"? Well, for eg. the split-second you get just a bit of rear-slip - even at, let's say, 25% throttle - the car's engine/tyres want to increase their RPMs/speed WAY too quickly as if the car just gained 6000 lb/ft of torque, or as if you suddenly smashed the throttle to 100%. The RPMs / tyre-rotational-speeds just spike up insanely quickly - WAY too much and WAY too suddenly.
This last issue isn't experienced so much with less powerful cars like, for eg. The Skippy - I guess, due to it's engine (motor) modeling behaving as if it has a heavier flywheel and just generally more inertia in the entire drivetrain - however, the seeming flaw exposes itself more and more the more "hardcore" the car is. A perfect example this is the FR3.5 which is ABSOLUTELY ATROCIOUS in this specific area.