Nobody said it was real life, but it is a Racing SIMULATOR, meaning it is trying to simulate something that is REAL. Hence the reason we are waiting on the tyre physics to be "as close to reality as possible". Obviously the controlling mechanics that you mentions, SHIFT+(r/s/p) are not going to be realistic, but the objects side of it should be as close to realistic as possible.
Your took a very simple statement regarding the OBJECTS and applied to the entire aspect of LFS.
Calm down, relax, breathe, and take a minute to think. Racing SIMULATOR.
matter of fact, go read http://www.lfs.net/?page=moreabout
"A serious simulator obviously requires a very good physics simulation to provide the thrill and fun of real racing."
" LFS S2 is the second step towards our vision of what the sim must become and already does a very good job in simulating real racing. Many racing aspects are covered - comprehensive setup possibilities, fuel usage, tyre wear, a lot of different surface types, intriguing racing environments, different car classes, etc. "
The restart, pit, and spec commands are there for management sake, while the objects are the to help improve the simulation of real racing.
Should be easy to understand, the examples you gave don't directly effect the race, they just provide a way to manage and keep the races from being utter chaos. Where as, the objects most certain effect the races because they are directly involved with the race by being objects on the track which dictate where you can go or what you should do.