I know, but it ends up giving you bonuses and taking space, so you start thinking in these categories instead (same with the items).
For similar reasons I didn't like Torment: Tides of Numenera's effort system. It was a good idea on paper, but less so in practice, because there you could spend resolve to pass a check and still fail. Or spend it and succeed and not have it later on, which always made me anoxious for the future ("I will surely need that resolve later on!"). As a result it never felt good, regardless of the outcome.
In Disco I am not spending anything by passing checks, which makes it easier to attempt them, and because I am already a failure it doesn't have same crushing psychological impact it usually has in other games. And spending a skill point to improve a stat in order to re-attempt a white skill check has the side-effect of also increasing its corresponding skill, so using a skill point for that doesn't feel like a waste.
Kind of makes me wish that more games had better overall flow to their mechanics. However, it does require some input from players/people who play it at the point when it can still be altered, if needed, in a way that's needed.