I think you're right, but given the state of most fights with the AI (barring a huge advantage in agility), it's massively ironic.
I wish FD had made flight in real-space a lot more accurate. I think it's one of the big letdowns of a game that loves to praise its own scientific accuracy. I know they really wanted the "WW2 dogfights in space" feel of Star Wars, but then they added just enough real-world - directional thrusters, reverse flight, and some Newtonian physics - to make that not really work either.
As a result, we have the most boring aspect of WW2-style combat - endless looping turnfights - mixed with the most boring aspect of theoretical real-world space-combat - ships that are basically just turrets.
Going either full Newtonian or full make-believe would have made combat a lot more interesting. Instead, it's the worst of both worlds. It's frustrating because it could easily be far better, but it's hobbled specifically by design.
Honestly it's a decent framework but every time Frontier have a design challenge they lean a little harder on the crutch of "let's arbitrarily and magically force that thing to slow down for no reason". Whether it's ships in FA-off, missiles and torpedos decceleating as soon as they come out of the tube, reboot/repairing your shields, or the new scanner mechanics; the answer always seems to be to institute a counterintuitive suspension to the way things normally and naturally work, and to bring any moving objects to a halt.
This kind of stuff can't be justified on the basis of "because game". It's not intuitive, empowering, or fun. Fast, dangerous missile systems are intuitive, empowering, and fun. Boosting your ship to accelerate a torpedo fired from it would also be intuitive, empowering, and fun. Slow, weak missiles which are quickly outpaced BY THE SHIP THAT LAUNCHED THEM are not game design, they are simulation failure.
Play Star Fox or Afterburner or Strike Suit Zero and you'll notice that they don't try to simulate ANYTHING, but they all try to honor the player's sense of intuition about movement, kineticism, momentum and impact. None of them have any of the goofy anticlimactic, limp weapon and flight behaviors as Elite has, and that's precisely "Because Game".
What's happened with Elite is they built a little bit of simulation, and are unwilling to build any more. Unfortunately the world and systems they have built are such that problems come up, and the solutions demand further elaboration of the simulation to fix, or improve, or at lease make them less contradictory. Frontier are unable (or unwilling) to develop their simulation any further, and they don't seem to have any interest in action game design; only mobile and social style games; so they try to make the problem "go away" by cutting off the legs of their simulation and cauterizing the stumps.
These are stopgap measures used as permanent "solutions". Placeholders tend to hold their place forever, here; occasionally replaced by a whole new system which is itself a placeholder, as we're seeing with the new exploration mechanics.