Have you actually driven the Lancia in GT6? There were more than a few threads on a different forum where people were complaining that the car would spin too suddenly and catching slides required very quick reactions, people were basically saying that it was not smooth enough. Part of the reason why i made that video was to demonstrate that it could be driven consistently if you knew how. Honestly, that car probably has much more grip than what you would have realistically with road tires in the real world, in GT6, that car with comfort soft's is more like racing slicks in the real world. So in real life, the car would slide even more and look even "smoother" if driven quickly.
I should also mention that i've driven both an original Lancia Stratos Stradale, and a Hawks kit car that replicates the HF version. Both were on semi racing tires and i didn't drive the original very fast (for obvious reasons) but the HF felt like it had less grip than the GT6 car, although that's obviously hard to determine between the two.
No never had the privilege of driving one, I don't even think I've seen one in real life. However I have driven real karts, 2 different Rotax Max on 2 different tracks, and a total of 4 different track layouts, also the regular "public" karts that most of us have tried. I have also worked at a racetrack and pretty much lived at one for about a year. We had weekends where big karting events took place. All sorts of categories. 125 CC rotax, shifters, guys from all across Canada and even U.S.A. I believe. The RF2 karts are amazingly close. The Lancia in your video looks like it handles like a lightweight, twitchy, short wheelbase car (like it most likely is supposed to) being driven hard to it's limits, yes definitely....however it is not behaving like a kart. The RF2 handling dynamics are much, MUCH closer to a real kart than the Lancia in that video.
I believe that the only stand-out thing "off" with the karts is that it's sometimes too easy to overcorrect and snap the other way (could be down to FFB/hardware latency/lag and lack of feel sitting behind a desk, but maybe a bit to due with the physics engine as well which I believe to be part of the issue), and maybe the rear should allow us to hold a rear slide/drift just a tiny bit longer before having to be snap corrected. Overall though it is one of the closest representations of a real-life car I have ever experienced in any sim.
If you look at how the top drivers in rF2 drive and lap it and then see how real drivers do in the top series it is scarily similar, from braking, to corner entry, turn in, mid corner, exit, snap slides, spins, bogging, bumps on entry, bumps mid corner, bumps under acceleration, being over aggressive with the turn-in, sliding wide and then regaining front grip, everything.
All I can think of "off" with it is just a bit more controllable rear-slip needed, in specifically the following 2 areas:
1. being able to hold the drift/slip angle for a fraction of a second longer during braking and entry before having to be snap-corrected
2. overall rear-correction not being so prone to overly-snappy (even for a kart) over-correction
These are 2 specific areas of rear-end handling dynamics that are extremely difficult to get just perfect WITHOUT actually compromising/"dumbing-down"/simplifying the overall handling model. Also it's always hard to say how much of it is due to actual physics and how much of it is due to FFB/hardware latency/lag + not being able to directly feel the car underneath you.