I guess this is another area where if you just don't "get it" it's no use explaining.
It's the difference between listening to a cheesy drum beat on a keyboard (sampled sounds) or hearing all the intricacies of a well tuned mahogany set of drums. In the former, you hear a range of prerecorded sounds programmed to respond to your fingertips. Undynamic, lifeless, boring, and uninspiring. The latter is full of highlights, ghost notes, accents, insinuations and feeling. Whilst I don't claim LFS is those things in full glory YET, I have great optimism that eventually it will be. It's already an order of magnitude closer than sampled sounds could ever be, simply by definition. How about let's name another game that has impeller sound and air intake sound incorporated into the boost modelling and sound generation? Oh, right, there isn't one. (TDU Sort of does a half assed job at it actually).
An engine is an instrument of sorts, with valves and acoustic oscillations and chambers... The adjustment of just the valve tied to your right foot has plenty of impact on the cacophony (or euphony depending on your point of view I suppose) generated by the engine.
Sampled sound can give you a narrow, limited taste of that but only under very specific circumstances.