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You'll also need to play around with the physics numbers (mass, acceleration, friction, etc) on both the VehicleBody3D and all of the Wheels to get something that feels "right".
if none of that is appealing, the alternative is to create your own raycast-based vehicle, as shown in tutorials like this one: https://www.youtube.com/watch?v=fe-8J7_WAq0
Create a custom vehicle setup with RigidBody3D, using joints and your own collision shapes for the wheels. Making vehicle wheels based on raycasts works as well, but is even more work to get right.