Actually the right formula is already there. Just look at
Dark Souls. The skills are basically used as a difficulty setting, meaning as higher the skills, the easier the combat becomes. FromSoft also (at least usually...) balanced this very well with the enemies, like the player dealing more damage and has an easier time to dodge, but still must pay attention to enemies movement, learning attack patterns and spotting the right time to attack. It's a good mix of
in game character skill +
RL player skill.
The same can be applied to non-combat tasks like lock-picking, hacking and such.
I still would argue that PnP style RPG's still have their own right to exist and certainly do have an iconic flair. Plus much more fleshed out dialogues, sure, it's a lot to read from time to time, but the lack of synchronization allows for deeper dialogues.
I say let them, be it for the sake of dumb luck or to reward the patience to try over and over. Just make such tasks more time consuming on lower levels, to encourage the player to look for alternative ways that suit their skills better. Aside from that, all it really needs is some context, like this:
V attempts to hack a high security lock with hacking skill 1, and succeeds due to dumb luck.
V: "Seriously...?!? 1-2-3-4...?!? Idiots!"