Bill Zebub
“It’s probably Matt Mercer’s fault.”
The idea is that the rules on ability checks to resolve an attempt to influence a PC can be read as a specific rule creating an exception to the general roleplay rule similar to how spells can.
The social interaction influencing rules that are not explicitly for NPCs only would then apply to a PC similar to how casting a spell on a PC will work on them. These are pretty vague and narrative.
The big picture would then be more of a game concept of try to roleplay these specific influences in roleplaying your character. This can create more stage direction type roleplay hooks as part of the game or it can create a closer match of roleplay to mechanics.
Some like this type of playing a specific mechanics driven role roleplaying, others prefer deciding their own role to a greater extent in their roleplaying.
Different styles and preferences.
I agree with all of this. I don't prefer to play where you use some mechanics to create roleplaying cues, but it's valid.
However, nobody is arguing that it's invalid to use dice to generate roleplaying cues. Just that the rules don't explicitly say this is how skills/attributes are meant to be used.