Click-to-succeed isn't perfect, but what are the alternatives? Repeat-till-succeed?
It's your business how long you wish to spend on it, and yours alone.
And if there were hindrance mechanics to discourage save-exploiting like attempts taking time per difficulty against your characters current talent and a crit fail chance that would prevent further attempts... if you bypass those rules through savescumming... it is once again your business how long you're willing to invest on it.
Which ever way it goes, it is still better as a system as reflects your characterbuild in a much more organic (and less gamey) way and the reward of succeeding feels better when you know you could (or did a couple of times already) fail at it.
If you know the result beforehand (in a click-for-success), you won't ever fail because you will never try at anything, and success is forgettable as it is granted. It's a very gamey system that promotes less organic approach, and that kinda goes against the whole "learn by doing" method CDPR is using. It results in either you hunting down and grinding the succesful checks to progress your character, or the game being levelscaled so that if you have followed a certain kind of archetype, you'll always be served passable checks (lest you get stuck by design) which defeats the whole purpose of the system.
In any case... I know what most people want from this
(RNG is the devil). Just saying my bit (once again) on it.
When you come down to it ALL skill use in any game is "click to succeed". Even an FPS where you have to chase a pixel, you click in the right place at the right time you succeed, if not you fail.
The difference being that during a failure (or success), unlike in FPS' or pixelhunting (or with minigames), it is not
you who is checked but the character you've built for purpose. Like in an RPG.