It's always entertaining, to see People, that probably never have driven the real Car, discuss about it's Behaviour in a Simulation.
The more things change, the more they stay the same
Geez, the third one the driver just thought about turning and the car already gave up lol
For me this is a lesson in "don't move your hands". She moves her left hand up in preparation for the turn, then when the rear starts to come around she straightens her hands. In that position, with a bit of sliding, she might have been able to hold/catch it with straight steering and gentle throttle. Even may have done it previously, so was using experience to guide her inputs. But because her hands weren't straight on the wheel, her 'straight hands' still had the wheel itself pointing left. So then after a moment the car starts to go further, and from there she's lost it.
Serious, drive the vee in AMS, it feels similar but better, in RF the behaviour is unpredictable. If you guys think a car has to be like that, have fun.
Passenger cars are designed to be stable. Sometimes very close to neutral, but still stable. Otherwise there'd be a lot more crashes on the road.
The FVee isn't a beginner's car, it's a training car. Same with the Skip Barber. It's easy to think a training car means it's easy to drive, when it's actually the opposite - it's supposed to be difficult to control well, so you can spot and learn from your mistakes at relatively low speed.
There's a reason people drive these things after hours, sometimes a couple of days, of theory, starting on simple low speed layouts and building towards driving around a real track and eventually racing. And through all that learning they also have analysis from onboard video (as above) so they can learn what they did wrong in certain scenarios. You can't walk in off the street to a driving school and jump on the track in 10 mins, because you'll spin on every second corner if you haven't done it before.
The weight transfer you're forced to control properly, by braking in a straight line and letting the nose come up again before you start turning into the corner, is applicable to many other cars that don't put you in a spin so quickly if you get it wrong. Try the 60s F3 in rF2, if you brake too much into a turn it will get sideways, but you can catch it and continue albeit while losing time. To drive it fast you need to have some weight transfer but only a limited amount, but you can drive it completely oblivious to that fact. The Skip and obviously FVee you can't ignore it.
I've seen quite a few crashes in televised racing where the drivers, semi professional, not amateurs, had a low speed (60-80kph, one that comes to mind was out of the final corner at Adelaide) spin that would be considered unrealistic if it happened in a game.
The intriguing thing for me is that you've tried the car, let's say for more than 2 minutes, and you found it totally different to the AMS version. Yet the same people developed the car for both games, and the guy in charge said they were very similar. This is why I think analysis has to be data driven - perception can simply vary too much to draw solid conclusions from.