While I am sympathetic to this argument (and I've seen you make it in the past), it seems to be reliant on the assumption that what makes something an RPG is how closely it resembles traditional tabletop RPGs and their reliance on dicerolls, rather then NV's model of skill checks as being hard pass-fails or 3/NV's combat which is only partly reliant on the actual character sheet and much more so on traditional FPS aiming.
This isn't to say that arguments wrong - after all, RPGs do literally begin with table top and that's the model that was present in most RPG video games prior to the late 2000s, and otherwise we have to actually do the arduous task of defining RPG without reliance on the table top game. Still, I think on some level the preference for the table top model is just that - a preference.
I've always wondered when people makes this kind of argument. Now, if you're coming from a perspective that player's wits are what started the character's actions, and player's wits ARE player's skills, then yeah I can't deny that point of view. But to simply relegates your arguments to a matter of one's preferences, doesn't that say something to you, about trying to make RPGs where there are no dices to roll, the checks are hard-capped thresholds, and the results are, so far, *always* binary?
Personally, I'm not entirely against hard-capped thresholds for skill checks. And tbh, I actually haven't yet experienced what it feels like to play tabletop/pen&paper role-playing games. Even then, when it comes to cRPGs, I always prefer dice rolls, because so far the games that implemented them (Fallout and Arcanum) sprinkled the process and the results with a lot of variety, where you have (albeit to a small extent) different degree of results, from success to failures and everything in-between.
In New Vegas, you either can, or you can't. You either pass the checks, or you don't.
But in Fallout 1&2, you can, for example, (1) successfully pick a lock with high skill, (2) or fail but you can try again, (3) you failed to pick a lock because of low skill but can still try again later by increasing your skill, (4) or somehow successfully picked that lock because of good luck, (5) or critically fail and jam the lock because of bad luck, regardless of high or low skill, in which case you can (6) use explosives like grenades, molotovs, or dynamites to forcefully open the now jammed locked door. I also vaguely remembered being able to bash open a wooden door with a sledgehammer, so perhaps that's (7)? And then there's special instances like Fallout 1.5 TC mod for Fallout 2 where you can use crowbars to forcefully open a door with high STR.
See where I'm going with this? It's not only a matter of preference anymore. It's just the reality, that if there's something that's objectively better, even if only in a vacuum, then why would anyone NOT prefer the better one instead? The answer to that question is, indeed, a matter of preference.