Right. But then again, when you are in an helicopter, you feel the vibrations through the cyclic, seat, pedals, etc. "Feeling" the aircraft is very difficult in a simulator... except if you are in a full flight that cost millions. There are ways to add to the experience like vibrating chairs and force feedback. But for those less fortunate that do not have these systems, there is no feedback at all on the "feeling". The first sign you are pushing the aicraft too much to the limits are the alarms sounding off.
Not getting this feeling is not realistic at all either. This feeling can be somewhat restored using visual cues. Some might argue that getting feedback from the state of the aircraft is more important than respecting this visual accuracy. Instead of feeling it your butt, you see it on your screen.
Of course, such a visual feedback should be subtle and should not affect the ability to fly the aircraft. Haven't tried it so i can't comment on that. I'm just saying that in the reality of a computer simulation that is not linked to specialty hardware, sometimes trading one inaccuracy for another might result in a better simulation overall. The overall resulting accuracy will, of course, be strongly dependent to the implementation.