You can see, the implementation of special track segments are still in an early state of development. You see also, that there is some kind of jiggering in the animations. I am sure, they will be work out this errors.
It should be only a programming problem, if implemented correctly. As example, you can script such a behaviour in NoLimits2, smoothly with a custom track and train. If you want.
Just imagine you implement such a system for all coaster types with all different combinations of train length and neccessary changes to the tracks and animations. It would be a nightmare. Especially now, short before releasing the game.
As a developer, you test a system in a small scale and make it work perfectly in all kind of directions before you transfer this system to a much higher scale of possibilities.
I think there is some kind of hope, if the system is not a dirty, last minute solution which can't be changed in any ways