Man you write long posts.
Ya, sorry about that. Personal flaw. I over write trying to be clear.
No, not trying to discourage unskilled attempts. Trying to avoid the situation where your choice is:
1. Let everybody roll (because there's no cost, so why not?) in which case statistically somebody is going to succeed. In which case why are you having a roll?
2. Rely on some artificial metagame mechanism (such as the tacit recognition that doing so is cheesy) to limit multiple rolls.
Really it's the same problem as re-rolls, except it's one roll per person rather than multiple rolls for one person.
Stealth generally does not allow for re-rolls from the same player or assistance from the party unless your doing group checks. So do individual checks and statistically somebody is going to fail adding consequence to stealth in the way of "if we all hide but one of us fails the enemy will focus fire on the one they can see". If your entire party is stealthy there is still a chance at some 1 rolls but you could also allow them to pass on passive stealth of the group based on the lowest member but just let them know its because they are all so stealth so they don't feel their investment is wasted.
My desire for consequences is, among other things, to provide an "organic", in-game, in-fiction mechanism for avoiding the situation where everybody keeps rolling dice until somebody beats a DC.
I can see that. I allow a hand wave on repeatable tasks with failing forward. In other words if I realize, they have unlimited attempts and other party members can help I hand wave because it doesn't add anything, the first role will succeed even on a failed roll, but the result might be a condition, or lose of a resource like HP or hit dice.
This comes from a post on this forum that came up in me talking with a fellow player/GM that I often play under but who has also played under me, on the same subject.
We had this conversation after a session where we tried to twice to open a door. The other GM was disappointed in himself because he felt he should not have called for a role because it was one of two ways forward and the time restraint and situation meant their was no reason for the party to continue trying until we opened the door. After reading the above post, we came to the conclusion that giving the character 1 level of exhaustion but letting the character get the door open would have solved that issue. Alternatively, for group checks anyone who fails the their roll loses a hit dice as a setback of their effort wearing on them mentally and/or physically. That adds consequences without bogging the game down or punishing them tactically. If they run out of hit dice they start taking levels of exhaustion. Why we like this is because we found it adds tension of limited resources and convinces players with low hit dice not join group tests unless they really feel like they will benefit more as a party if they do. You may consider this "Rely on some artificial metagame mechanism" however, to me hit dice and exhaustion are not meta, they are in game representations of a player characters constitution. Losing hit dice or gaining a exhaustion then seems like a natural result of failing to do something the easy way. The harder way the player was avoiding wears on them. Do it enough and the exhaustion of your mistakes wears you down making you
mentally and physically less capable of future skill checks, then combat, etc...
I hope this helps. (again I sill use consequence tracking but to ensure I have meaningful content so I am not suggesting you trade one for another, just as an augement in situations like stealth where consequences might be hard to implement on the spot)