I am frustrated as HELL with all these idiotic "speed limit in space" and "airplane in space" games though! This goes miles beyond "fly by wire" and into the realm of "absolutely absurd games that sell out to the rigid-minded people that can't handle real spaceflight". If SC does turn out to be like that, I'll probably say "A pox upon both your houses" and ditch both.
If you want to fly airplanes, go fly a damn WWII simulator and leave space games to those of us who are kinesthetically adaptable enough to fly a space ship that ACTS like a God Damn Space Ship already.
You know, there is a grumpy old man inside me that agrees with you in principle.
But not in practice. The energy is wasted on this particular game, because it's about "space dogfighting" as defined by George Lucas and his fascination with WW2 fighters, which led to Star Wars, which led to games like this and Star Citizen. I lament the fact that Braben & Co. didn't go a little further with a flight model like the I-War series, which proved that a "more Newtonian" if not "completely Newtonian" space combat game could be fun with a more relaxed flight assist allowing faster speeds.
But it's okay, I'm having fun in ED and accepting what it is. I've rationalized it by assuming the fly-by-wire flight model is adapted for aerodynamic combat because we'll eventually be fighting in planetary atmospheres. So there will be no learning curve there. Works as well as anything else, for a handwaving explanation of the flight model.
One of these days, someone will develop a space combat game that works more like the combat sequences in hard sci-fi novels by authors like Niven, Banks, and Reynolds. It will be more like a submarine sim... lots of time spent matching Delta V, using relativistic sensor limits for cloaking, and so on. I'd buy that game in a heartbeat, because I think it would be fun if it was done right. But it would never be a dogfighting game, with the required fences built around it to make close range fighting work.
So far, nobody has picked up the challenge to make that other type of game, so you might as well blame the lack of imagination of other developers. Braben and Roberts know what they want to do, and it isn't that type of game.