Well, for those who owned a wheel, TDU2's handling is a big step in the wrong direction. For a pad, I couldn't care if the physics are GT5 or Mario Kart, as I wouldn't play with a pad for very long in any case. TDU was the reason I and many others bought the G25 (who remembers the 'Smug Owner of a G25' signatures?) so when we all talked about what we wanted for TDU2, we all expected things to progress from TDU1, not get worse.
It's not about being a sim, it's about having a car respond to input in a predictable and controllable way, which makes it fun. It's like when TopGear reviewed a certain car and mentioned where if you went 1% over the limit, you'd had it, which meant that you could never drive anywhere near the limit. Compare that to cars that are 'so easy' to control through the corners, and you'll find the presenter usually has a big grin on his face. TDU1 had that (along with bumpy roads and moon gravity), but TDU2 doesn't have any of that. That is why it's not *fun*. There's no sense of achievement where you pull off something spectacular and can then say 'I did that'. If you can't do it, then it gives you something to work towards, a reason to keep playing where all you do is cruise/practice.