Gahhhh!!!!
No, it’s not “bypassing a skill check”. That suggests that the skill check is “there” waiting for the character to encounter it. Like a speed bump on the only road for mikes around. As if the players are SUPPOSED to roll dice here.
There’s a locked door in the way, not a skill check. It may be that the method proposed by the players results in a dice roll, but if they charge the door with an elephant they didn’t “bypass the skill check”.
Now, if you take an adventure written with a 3e/4e mindset, that does put skill check speed bumps along the way, it may feel like players are bypassing them, but part of what we have been trying to describe is an approach to writing adventures that does not just sprinkle random skill checks about like pixie dust
You can always attempt to break down a door if you don't mind the noise or have a pet elephant handy.
But let's say I have a trapped chest. There's no way of opening it that it won't blow up first without disarming the trap which requires entering a combination the PCs don't have. I don't care how the player describes what they do, they're still going to either have to have the combination or disable the trap.
In another case, a bridge across a chasm is trapped and they need to get across to the other side. They can
- Disable the trap using a skill check
- Use a grappling hook to bypass the bridge altogether
- Have a spell that gets everyone across safely
- Find another route
In the former case the only way to bypass the trap is to find the combination, in the latter there are several ways around. But they are getting around the trap by doing something other than trying to disable the trap.
Now maybe that was the intent of the post I quoted but to me it doesn't read like that. In addition, if that's the way you run your game that's okay as well (particularly if you have a lot of house rules around skills) it's just not my preference.