David B, produced fully Newtonian flight model based game in 1988 or so, it was called Zarch / Lander. In it you played a little Cobra like ship that flew around on a planet. Man it was hard, but apparently it was a sketch for a later game, which it seems was Frontier.
So, in 1994 or so, Frontier was launched, and again it was a fully Newtonian flight model, in space, on planets. And it sucked so very very hard. The basic issue was, there was NO flight assist, and as such it was a total nightmare to control in general. Also another issue was the ability to accelerate to very very high speeds, which in turn meant you had to decelerate over the same time period. If you were travelling at 250k per second and you intersected a planet, this did not work very well.
Anyway, 20 years later and we have Elite Dangerous. It has made certain decisions due to experience, others through design and still more through feedback from many many alpha / beta / gamma users.
What you have now is the result. Personally I think it rocks, but yes there are some irks.
The Yaw speed was nerfed some while back due to the turret issue. I made a wish that Yaw speed gets faster when you have your landing gear or fuel scoop deployed, allowing us to manouver more effectively when either scenario is in play. No luck with that yet.
Do credit them with some intelligence old bean. Your not the only person that knows about newtonian physics...