Small physics note: Iirc, it takes 47 ramps to accelerate minecarts to max speed; though the difference is mostly academic for you.
If high friction track stops on turns are not enough, you could possibly use rollers instead, either as flat 100k friction or as a way to force a sideways movement into track corner, thus overwriting minecart's extreme speed with roller's. Ex:
Cart goes to south
↓
╔ Roller gives 50k westward velocity.
╔
╔ Cart tries to leave west, is turned around by non-derailing speed, thus overwriting it's speed to 50k -1k -floor friction
↓
Slower cart
This is probably trickier than any other possible (simpler) solutions for your corner setup, like perhaps making every second corner pass 1z below so that all turns happen nicely.
This is an interesting suggestion I cannot yet fathom. I'd be willing to exploit some bugs and trick the system even if it meant that I'd have to run a single track rather than four parallel tracks. Reading up on that I have stumbled upon this post linking a very promising design making a minecart descend 47 z-levels on a single push.
Heh, that thread is gold, if bit long, but that design uses a completely different behaviour from what I meant. Larix went into details about the bidirectional checkpoint elevator, but for in-game example, see
this POI from my sig. Switch to front view to go to z85 to see how I give track turns pits to make sure carts can ascend them when going up. (Check Succession world z-19 for powerless magma loading.)
Often, it can be pretty much second or third thing I do on embark, going for magma for magma workshops.
And huh, thought you had bit better understanding of minecarts from the question in OP. Well, I know I don't have full and complete understanding of minecarts myself after ....10 months, at least.
Given that, I recommend you disregard entirely the ramp-entering checkpoint I mentioned in last post (outside of building cyclotrons I have never had to consider it) and just keep in mind that
carts always pass over different direction accelerating ramp or flat floor after an accelerating ramp in single step,
losing the acceleration of ramp they passed over on previous step.
(Though not the sideways displacement, which is why you have to alternate which direction the holes are in)
PS: Yes, I know, you said you're giving up understanding for the time being - but I expect you'll come back to it whenever a guiding dwarf drops a minecart into your shotgun cannon due exchanging places with a cat or something and scatters it's contents or kills someone.