Obviously as OP suggests there should be something about the tire wear, if not anything about handling physics that could make tires snap and bite more. Maybe races are short, and people can get away with silly things. Maybe it could be realistic up to a degree (abuse of understeer, not super ultra quick steering racks).
Well there is a lot that can be done with tgm realtime section. I am learning to control the later tyre model where you can adjust tread and belt stiffness base + per pressure + per temperature + per rotational speed. So much can be taken under control there. Then obviously the way tyres heat up and cool, and how that results in grip levels. Tyre wear. Tyre micro, macro and adhesive sliding grip multipliers per speed. The damping parameters. Obviously tire rubber sensitivity. Last but not least plain old simple nominal sliding and static friciton parameters. And little bit more.
The whole rest of physics absolutely takes a good role too. High Definition Vehicle file, Ultra Chassis file , Engine file.
I have had all sorts of tires, and I had some tires that were insanely punishing any wrong move. So what capable developers make is by decisions. Not because they can't do better.
Technically I think most cars IRL could be set up to be drivable like that. Just numbed out front end in some ways, mechanically, aerodynamically or both.
I had for a moment hyper sensitive front end on my Nissan R90CK. Cured it by increasing reduction of tread stiffness at high rotational speed. Later on had to readjust how tread stiffness changed due to increase of pressures, as tire suddenly started acting very weird as tires got up to 290-300kpa.
In my Porsche 917K physics project I couldn't get it behaving right at medium to high speed till I increased front end aero sensitivity to ride height, as it got little bit more floaty at front at higher speeds it balanced out well. Interestingly it made it corner better. Smoother.
There has to be other limiations IRL. Steering could become unreasonably heavy and rough, and that would greatly reduce cars controllability on the edge. Simracers can just detune forcefeedback without any compromise.
Again, all the rich magic beauty of race car dynamics gets reduced down to little insignificant non-brainer torque profile and magnitude of the rotating thing on the desk.... the holy device we have to worship after all.