Well you will find that indeeed everything in 3d is dificult as it dont really work like reality.
I could not belive it that it is so diffucult to say: "The start point of the cable is there, the end point is here,
the cable has this mass and this stiffness and the start point maybe the end point is moving as
fast as they were keyed!" 
Aaah thats easy (ish, bit tricky though. Overcostrained deforming stuff is allways mathematically a bit hard to handle). However you will find that simulation does NOT exactly work the way keying does. See reality has a continious state, maya has not. In maya everything is defined as a function of one frame, nothing form previous frame is inherited prefeerably. Why? Well see mayas supposed to be able to reconstruct any frameon the fly, past or future because you work your way up and down the time all the time. THis gets hairy very fast, and if you do not understand the difference it also get very convoluted Extremely fast. One of the key problems is that theres no controll. And what you see on the screen is no longer what you get, you only get the right result whan you playback. You must esure you bake or cahce stuff right before you render and so on.
Ok this is vary different form actually having a full simulation the cable is constrained at all times, Theres 6 different ways to do this. This is simplest, but nby no means best.
create dynamic hair.
Select follice set point lock to dont attach!
Hide original curve.
select one endpoint of dynamic curve choose [Dynamics] Hair->Create Constraint->Transform Or stick (and transofrm)
repeat for other end
Use this to deform yoru geo,
Now This works pretty OK, but due to the way hair actually works it doenst actually do very accurate job but if you know how maya works that shouldnt be a issue. Jsut up your samples and accuracy.
that it is so diffucult to say
well no but sometimes the architecture has caveats. For example making a sphere that rolls like the real deal on a arbirtray surface with you keying it is as english language easy. make this ball roll on surface along this. But doing so without loosing the feedback in maya is INSANELY hard. Why? Well simply it works againts the grain of what entire maya is built for.
Sure you can get the result no problem but nevertheless the problem is still supidifyingly complex