I did some work cleaning up my vehicle logic, and now I have two vehicles that work fairly similarly to the originals. The top speed is within 10% of the original in each gear, and they slide and roll about as much as the original versions did.
Then I moved on to the monster truck, and this happened:
This is with no input at all; no engine force, braking, or steering.
Looking at the actual engine code, the VehicleBody and VehicleWheel have some pretty glaring bugs right now. For instance, choosing which wheels are used to drive doesn't actually do anything (I turned them all off and could still drive). There are a couple instances of documentation that are just plain backwards (a 0.0 - 1.0 scale working the opposite of how it's documented), and the code itself has several TODO items along with older code that the next person who came along didn't understand.
A little bit of this is already addressed with a 3.2 milestone, and I found an attempt to both correct some issues and add new vehicle features in this branch. I need to test this version and see if it addresses any of my issues. At the very least, I'm pretty sure it would help me close the gap on my working vehicles.
On the other hand, I really wanted to keep this project on a stock version of Godot so it remained accessible to more people. Maybe for now I'll skip the monster truck and get the rest working, and see if I can push for some more fixes to go into 3.2.