Wing Commander 5 had that, sort of. The Panther has much better yaw than patch, the Vampire has much better pitch than yaw (as does the Kaze in Wings of Dawn!). You'll find yourself doing much better with those ships if you roll so you take advantage of your good turn axis when maneuvering.
Those were gimmicks, but I agree that they made flying those fighters an interesting experience.
TBH, I'm actually fan of WC-type "flight style" (in FS2 and X-wing, it always annoyed me that ships rolled when yawing). We can argue all day about semantics about what constitutes "airplane physics", but ultimately, I think that it's important that turning by pitching and rolling "feels atmospheric", more so than having yaw and pitch rates be equal. Let's face it, nobody is even
pretending that the spaceflight in space sims has anything to do with reality, so any talk about airplanes should be taken as figurative. The whole argument on previous page is silly, and that's because those flight models
aren't realistic in first place and were never meant to be. Those who bring actual
flight simulators (not merely WWII games!) are the silliest of all. If we're talking realism, ArmA3 has more realistic physics than either ED, SC or anything ever made on FSO engine (and those who play that one know its flight model isn't anywhere near sim level, either).
Probably the best idea would be to combine the flight models (sort of like what Starshatter did, but that one also has newtonian spaceflight). Pitch and yaw should be equal in space, while in atmosphere, you need to roll in order to turn. Of course, gimmicks like WCP's Panther and Vampire could also be used. Panther was decidedly weird to fly with that yaw rate, but in space, it can be done just by putting more RCS on the sides or having a single-plane thrust vectoring in yaw.
The only game that does spaceflight in an actually realistic way is Kerbal Space Program. I imagine one could make a fun combat game involving orbital mechanics, but it won't even be in the same neighborhood as anything we know (not to mention complexity-wise, it'd be like Starshatter
cubed).