I wonder if it would be feasable to simulate on the clients and server and send occasional absolute positions and correct the cars over time.
Yes, this can work. If the cars are "scenery" and seldom actually collide, and/or don't matter much for the gameplay, then users might not care about the occasional inconsistencies. If the cars are an essential part of gameplay, users may feel that it's "too glitchy," though.
If you were gonna make a multiplayer game with collidable cars in Unity, how would you handle it? The physics don't have to be 100% accurate but should be mostly beleivable.