I don't think it will ever be accurate: thats a leading computational science field and implementing such calculations in a game engine would break all costs.
All thats needed is something that looks realistic. Even making it look realistic would require a ton of effort that I think many racing developers simply do not see worth it at this point in time.
I don't think it needs to be accurate at all. Just should look convincing for big crashes. I remember a CodeMasters game did this quite well, waaay back. I personally don't need forensic level detail. Then again, with hundreds of cars, they need to pre-can all those deformations, probably precomputing standard crashes at multiple directions, and mixing those with varying percentages.
So, not gonna happen.