Class Car isn't a bad place to start. It's a real example and something you will find in professional game engines:
https://dev.epicgames.com/documentation/en-us/unreal-engine/...
A lot of kids who learn programming are motivated by a desire to make video games, and everyone already knows what a car is, so such class hierarchies are a good way to teach the concept.
On HN it's trendy to bash OOP and inheritance but it's a bubble; contempt born of familiarity. Real world codebases all use it extensively, including new codebases, and they use it because it's often a reasonable point in the design space for modeling problems. It's not perfect but the alternatives all have major issues of their own.
Obviously once a budding developer realizes that he can't find a job writing game engines and 'graduates' to writing DB driven web apps, the objects and class hierarchies he finds will be representing much more abstract concepts. But by then he'll understand what those concepts are, having mastered them in a less abstract concept space.