First under your start of layout actions make sure global setting: set world gravity action caps the gravity at 0 because we are doing top down.
The regular driving should be apply force at angle for the angle that the car is facing and you should apply torque towards angle and add or subtract from the car's current angle to get your turn but keep an eye on angular velocity and angular dampening setting and change that when needed. Your steering should have to catch up to your facing angle. This is a pain to get right but also experiment with whether just rotating the object instead of using physics to rotate is better for you.
A lot of these mechanics are going to be trial and error because the physics behavior isn't the easiest thing to suit to what we are doing here. Lots of things may require a constantly updated variable that you use inside your driving mechanics. Try some experimentation and update me on what part doesn't operate like a car.