What "proper" F1 physics and handling feels like
F1 25 isn't a true simulator; it's perhaps a "simcade" at best. To
make it a genuinely high-quality, playable sim racing game for a
wider audience, a significant overhaul is needed.
This path will require substantial effort. You'd likely need to
completely rework the car handling once again, as the noticeable steering delay
in corners is unrealistic – a typical Codemasters interpretation of
F1 handling these days, I don't know why.
Realistically, the suspension should be predominantly stiff, not the
soft, unusual, and seemingly "reversed" behavior implemented in F1
25's release. As for the ideal handling feel, output should be much
more direct, avoiding the frequent steering lag or exaggerated
forward dive(+understeer) experienced when entering corners.
I've put together some Assetto Corsa footage so you can see how
F1 suspensions and chassis behave more realistically during a lap.
Please observe the stability of the suspension components
throughout. Also, pay attention to the car's bouncing while
cornering, which demonstrates the combined effects of anti-lift,
anti-squat, and anti-roll. Compare this with Hamilton's sprint
qualifying lap to see how much closer it is to real life, unlike the
current F1 25 game.
Assetto Corsa, VRC Formula hotlap :
https://www.youtube.com/watch?v=IkBaQlztbE4
Hamilton's sprint quali lap :
https://www.youtube.com/watch?v=7N5D0UFGRIY
Nothing stop you from making F1 25 a quality playable
and accessible sim game for all. You just need to have the
determination for it.