Well... You have to keep in mind what the main focus of the mod was when it got created - mind you, I did pick up and fork the mod, but my understanding of the actual algorithm (the nitty-gritty details, I get the general concepts) for managing the vehicle direction is probably close to zero :)
The mod simply tries to keep the car in the middle of the road. Tile scoring is used primarily for separating lanes, and for avoiding the vehicle getting off the main road and onto the paved walkways etc.In fact, back in the day I tried using fancy lines around railway crossings, but had to give it up because the car would try to follow the main asphalt road, and would kinda go side-ways when it gets to those lines (hard to visualize, but it was pretty funny :) ).
One way to achieve what you mentioned would be simply to not assign any value to the hazard concrete. But I would not do this by default - for example I would often surround the rail with hazard concrete, and the algorithm would get confused once it reaches it (it might try to turn left/right in order to follow the main road).
As a side-note, the example you gave would be very hard to solve I think. Normally you need to design roads for use with PDA with a bit more width, and softer curves, otherwise the car cannot correct itself in time. You'll notice that as you drive the car is often not in the exact middle when it is going through curves etc (depends on its speed). Partially this is result of performance issues (since it operates on every tick to correct the vehicle bearing).
Speaking of which... Would it help if you were able to redefine weights for different tiles, as mentioned in the other post?