Bill Zebub
“It’s probably Matt Mercer’s fault.”
Right. But there would be consequence for success, even if the safe was empty. If you succeed, you know it is empty, whereas before you didn't.
Ah, gotcha. Yes, I agree. I misunderstood your point.
Also, I think a lot of perception/investigation checks are such that failure effectively doesn't change the game state. You didn't know the thing, and you still don't. But such checks are still commonly made, as on success you would learn something, even though sometimes what is learned might be rather trivial like that there are no goblins hiding nearby.
(I try to differentiate between low and high results on perception/investigation checks even if there isn't anything particularly interesting to be found. The former, is more "dunno, you don't notice anything," and latter is more like "you have scanned the area thoroughly and are all but certain that there is nothing hiding/hidden here.")
This is why I hate check Perception checks, or checks to detect things in general. I don't have a good generalized solution to offer, but I hate 'em.
In some cases a successful detection can improve the result, for example preventing surprise in combat, but what about walking past a secret door?