Yes.
I happen to have access to the telemetry of most motorsport classes here in Brazil and, although none of them actually uses motec as the analisys tool, we can compare the output channels in different softwares.
I'm not looking directly into laptimes because every sim has a different version of the track, different asphalt grip levels, different tires for the cars, so it would not be realistic. The focus is looking for car response to input, for the few classes that races here irl and exist in both games. This is not an easy comparison because setup plays a big role in car response, so I tried to copy the setup teams are using into the game, as much as possible.
rFactor2 is the one that differs the least (because none of the sims comes close to the real car) followed by AC1, AMS2 and for everybodys surprise including myself, iRacing falls behind all of them. I'm not much into ACCompetizione and I don't have access to any real GT3 telemetry, but my guess is that ACC would be the closest to the real car as possible, because the whole game was made and heavily adjusted on top of telemetry data.
I'm not saying that the madness engine is uncapable of good physics, in fact while AMS2 was in its closed alpha stage, the physics were surprisingly better than they are today. And Reiza has already proven that they have the experience to do a good sim, so I don't know the decisions behind this apparently deliberate downgrade.
Formula Vee causes a lot of confusion because every game has a different version of it so you can't expect them to behave the same, and none of the sims including AMS2 has the current model that races here with upgraded rear suspension and gearbox. The one in rF2 (before update) is a very early model, and looking at the pictures Simioni posted about the update, they will use the same version present in AMS2, so again, not the latest model.