The ship rolling when it hits the wall in PSX is an animation and not a physics thing. They used center of mass physics for everything other than detecting collisions, so torque and other rigidbody rotation was impossible for them to do back then.
Also you're using discrete logic when calculating the AG force (On collision, On trigger, etc). That can create infinite derivatives in the velocity (fig. 1), which translates directly into infinite acceleration, which is most likely why it glitches out. This has to be a continuous thing. The AG force has to constantly be calculated and active to get the best results.

Figure 1.