*shrug* I see nothing wrong with the character. I'd welcome it at my tables and play it as my character. It has an illustrious history in multiple forms accross many types of media. It's got a TV Tropes page. It's got
Princess Bride pedigree. Someone who wants to play that kind of character should be able to have that weakness represented and relevant during play.
Again, point being: weaknesses and disadvantages are a core part of playing an interesting character. They're also a significant resource of "fun failure."
What if your artificer makes a delightful gift (bribe) for the more socially adept characters to present? What if he rigs up a magical spying gizmo to get information prior to a negotiation? He can still 'not get' people while helping out in one way or another.
Kind of missing the point, here. I don't want my gnome artificer to be good at contributing to a social situation. That runs against the character I'm playing. Her awkwardness and incompetence is part of the reason it's fun to play her. If she was the equal of the high-Cha Rogues or Shaman|Invoker in the party, that would suck.
Similarly, I'm playing a thri-kreen who is kind of barbaric and cruel. Again, she's not great at social situations. I don't WANT her to be as good at persuading people as the silver-tongued noble is. That's not her thing. Her thing is stabby doom.
Weaknesses are a core part of what makes playing a character fun.
You can choose to play a weak character because you want to choose a weak character, but that shouldn't force everyone with the same class to have the same weakness.
As long as classes overlap with character archetypes (and they do very much), part of the reason we have them is to demonstrate in game-mechanical terms what our characters are good at, and what they're not so good at.
There's no reason to make every character class able to always equally contribute in all three situations. If you don't want to have a particular weakness, you
pick a different class. No one is making me play an Aspergaficer, I just thought it'd be a fun character. No one is making me play the Barbarian Bug Queen, I just thought it'd be a fun character. No one makes you play the Squishy Wizard or the Drunk Cleric or the Dumb Muscle, but those characters have weaknesses that are just as fun to play as their strengths.
This isn't to say that classes should be absolute and inflexible, just that there's no reason to make every character potentially awesome in every situation. Okay, so Wizards are poor at combat, but great at exploration. Okay, so Sorcerers are maybe better at combat, but not so great at finding their way around. Okay, so Warlocks are awesome at social interaction, but prefer to leave fighting to their teammates. There's leeway, but these remain generally true, as much as it is generally true that dwarves are tough and gruff and elves are graceful and frail.
You shouldn't have to play a self-buffing cleric and try to disguise the clericness just because you really want a strong melee fighter who's also competent in social situations and can contribute some when exploring.
A cleric might not be the best choice of character class for a person who wants to do that.
Every character should be able to contribute, but the contributions should be unequal.
So if you want to be a strong fighter (say, Combat A) who is competent in social situations (say, Social C), and can contribute when exploring (say, Exploraiton D), you don't have to play a cleric to do that necessraily. You could, for instance, play a Paladin. They aren't great at exploration, and maybe you weighted Combat over Social (perhaps they started at B each), so you will probably never find the hidden path (a minor exploration challenge), but you can contribute to escaping the Mage's Maze (a major exploration challenve), and you'll be singlehandedly bashing goblins (a minor combat challenge), and be the main guy wailing on the dragon (a major combat challenge), and you can probably convince most NPC's to see the light (a minor social challenge), and are a great addition when trying to convince the elves to lend members to the king's army that is fighting the necromancer lord (a major social challenge).
Your buddy the wizard might have Combat D (magic missile!), Social C (charm person!), and Exploration A (Teleport!).
The thief might have Combat C (backstab!), Social C (Bluff!), and Exploration B (stealth!).
They can contribute. Those contributions aren't equal. There are some quick rolls where only one character needs to bother.
. So the druid who can negotiate adeptly with Trents and Dryads and Elementals isn't inept in the social pillar just because he's not up the politics of an urban area.
...
A barbarian could be a fish out of water in the court of a civilized imperial capital, and unable to do much beyond offend or amuse them like a caged animal, but in a negotiation with an orc cheiftant, or attempt to trick a giant, or calm a nervous guard drake, he might be quite capable, indeed. A fighter might be a capable commander and able to win friends and wield influence with men from salt-of-the-eart soldiers to high-born knights - but a hopeless idiot around women. Ability in a pillar doesn't have to be universal, just balanced within that pillar.
But then you have a "you can't sneak attack undead" scenario, where a specific situation bones a character class unbeknownst to anyone. Rather than bake that into class design and pretend like the Barbarian and the Bard should be on equal footing, concepts like Advantage can be used. Overlal, the Druid is a Social D. With animals, she's got Advantage, raising it to Social B. Overall, the barbarian is Social D. With dudes he's defeated in an arm wrestling contest, he's Social C. Or whatever.