I'd really don't like the damage model on those GTA V vehicles. GTA IV had better crash physics and it was almost close to BeamNG but that was before BeamNG. GTA SA and the older GTA games didn't had any deformation at all, All it is that if you hit the car at a wall for an example, it's only the bumpers/doors/trunks/fenders/hoods of the car that gets damaged
That's nowhere near BeamNG, or even the game that released BEFORE GTA IV (released 2008), Rigs of Rods (released 2005). It's alright for a game that isn't focused of vehicle damage physics though, but can't even be compared to RoR/ BeamNG.
Another old thread that shows the accuracy of the game's physics simulation really well: https://www.beamng.com/threads/beamng-science.28426/
We can go further, SLRR released in 2003 was damn close to how soft-body physics work in BeamNG with a much simpler model.
I wonder how Project Cars and various other racing games got around that then, using real cars, for real damage, the damage is great in those games but not the latest forza