[quote name='SaraAB'] If someone would actually make a decent kart racer WITHOUT RUBBERBAND AI then I might buy it.[/QUOTE]
I disagree that rubberbanding is the problem people make it out to be. It's no fun lapping people. Close battles for position are what make the game. They are the heart and soul of the karting genre. And that's what rubberbanding preserves in an admittedly cheap way for the 1P karting experience.
Furthermore, without rubberbanding, there's nothing compelling the average karter to learn the tracks and master the karting mechanics. If you're being annoyed by rubberbanding, then you haven't mastered a given track/cup. If you feel like you're being forced to race a given cup again and again, that's the point. The designers want you to recognize the fast lines in the tracks, and to not only boost and skid, but do it appropriately.
Without rubberbanding, quarter-lap leads can be had using poor, sloppy tactics -- i.e. without mastery of the controls. You don't need to hit all the boosts, you can lose a skid here and there, and you'll still preserve that half-lap lead. Soon enough you're lapping the field in a three-lap race using okay but not masterful control of the karting mechanics.
It's why 1P karters that exclude rubberbanding (or online karting experiences against shitty human opponents) don't hold up. You need that tension there. A victory means more when you nail a skid and boost to stay in front, knowing that if you miss it, you get passed by some AI who suddenly showed up bird doggin you.
Yes it's cheap for the AI to jockey itself into position artificially to maintain that tension, but without it, the game would effectively be a time trial with other karts in your way. Worse yet, it would be a time trial that 90% of karters would play without ever exploring the depth of the karting mechanics.
So it's a necessary evil. There has to be a way to get AI karts in position to create that tension. Rubberbanding. Blue Shells.

loads of thunderbolts. Pick your goddamn poison.