Looking at some installed examples, I agree, there's no LOD even in the latest (trainz-build 3.5) "YARNish" roads, let alone in the original YARN roads by Maddy25. 
However, this does not explain why they "drop out" at a distance of just 50-100 feet in TRS19. Have N3V suddenly implemented some really harsh spline-culling rules? If so it would really make a lot of legacy assets essentially useless in TRS19.
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Currently I use the JR Road pack which also have no LOD done and don't suffer any drop-out from any distance. I don't think that there has been any changes to the spline culling code. 
Example config from one of my old roads on the DLS which are build 2.9 and need updating for TRS2019:
 mesh-table
{
  lod0
  {
    mesh                                "double-line-y-lod0.im"
  }
  
  lod1
  {
    mesh                                "double-line-y-lod1.im"
  }
  
  lod2
  {
    mesh                                "double-line-y-lod2.im"
  }
  
  lod3
  {
    mesh                                "double-line-y-lod3.im"
  }
}
track
{
  mesh-length                           40
  adjust-cross-section-to-ground        1
  
  track-lod-tree
  {
    lod-distance                        400
    
    high-detail
    {
      lod-tessellation-length           10
      lod-length                        10
      
      high-detail
      {
        lod-tessellation-length         5
        lod-length                      5
        
        high-detail
        {
          subdivisions                  8
          mesh                          "lod0"
        }
        
        low-detail
        {
          subdivisions                  4
          mesh                          "lod1"
        }
      }
      
      low-detail
      {
        lod-tessellation-length         20
        lod-length                      20
        
        high-detail
        {
          subdivisions                  2
          mesh                          "lod2"
        }
        
        low-detail
        {
          mesh                          "lod3"
        }
      }
    }
    
    low-detail
    {
      lod-distance                      400
      
      high-detail
      {
        lod-tessellation-length         10
        lod-length                      10
        
        high-detail
        {
          subdivisions                  4
          mesh                          "lod1"
        }
        
        low-detail
        {
          lod-tessellation-length       20
          lod-length                    20
          
          high-detail
          {
            subdivisions                2
            mesh                        "lod2"
          }
          
          low-detail
          {
            mesh                        "lod3"
          }
        }
      }
      
      low-detail
      {
        lod-distance                    800
        
        high-detail
        {
          lod-tessellation-length       20
          lod-length                    20
          
          high-detail
          {
            subdivisions                2
            mesh                        "lod2"
          }
          
          low-detail
          {
            mesh                        "lod3"
          }
        }
        
        low-detail
        {
          mesh                          "lod3"
        }
      }
    }
  }
}
With that setup, I get nice smooth curves and even used on PBR Ground textures it hugs the ground in most cases.