Maybe its because I already run my games weird as hell, but i never use rolls as "whether the PC successfully do the task"
Instead i always rolls as "was there any complication that prevented the PC from acheiving their goal" deciders
Like if the PC is trying to get info from an aggressive NPC a failed roll they might ignore whatever they said and start swinging.
Or if the player did a real good RP conversation with the same NPC a failed roll instead will just result in the guy being uncooperative/rude.
And the same with every other roll/check, i almost never make the reason they failed specifically because the PC screwed up, like a failed lockpick might just be the locks too rusted that they cant get the parts moving, or a failed stealth check has the wind blow a chain at just the perfectly wrong time making noise that causes a NPC to glance over seeing the PC.
Just in general make most failed rolls be caused by things outside the PCs control
On the "is it ok to give players auto-successes on persuasion rolls for good acting" discourse, everyone is missing one crucial point, which is that skill checks are lame and boring.
If a player says, "I want to search behind the tapestry" and there's a secret door behind the tapestry, am I going to make them roll perception to find it?
If players are presented with a puzzle and one of them works out the answer, should I make them roll an investigation to determine if their character would discover it?
If players have a good argument and they're being reasonable with their request, especially if they're going with it in character to a persuadable NPC, sometimes it's better not to roll that check and just go with your gut