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As for the CPU thing, having AI cars that actually follows laws of physics is pretty neat to have. This is in no other sim (other than ACC).
Means, you can copy their driving lines, and their car behaves like yours does. In so many sims (rFactor 2, Automobilista, pCars 2 etc) you can notice how AI has super grip or more top speed than you, and they can tackle corners in a way, that your car never can (despite being the exact same car). It's because they have simplified tyre and suspension physics (rFactor 2 and all ISI motor based games) or literal super grip.
But yeah, it has CPU cost, because the calculations for player car alone are heavy and when you multiply that by 20...
As for the VR vs. flat argument, while I understand where you're coming from, this wasn't released as an experimental feature, it's part and parcel of the game. If it's in the game, I believe it's legitimate to expect it to function at a decent level.
VR is demanding though, always has been. Not just in Assetto Corsa. 1070 isn't that powerful card, when talking VR. Even my 1080 Ti (older, but stronger card) struggles in some games, and I have to lower settings in all driving sims, to make VR happen. Also depends on your headset (more pixels = more demanding), your supersampling settings (very demanding) etc. which you didn't mention
Most people still play this on flat screen, so calling the optimization terrible is a bit misleading