There are a couple serious foundational logic problems with all of this strawmanning...The problem with seeking verisimilitude with character skills in TTRPGs, in my experience, is that you could have thousands of skills, yet anyone with even a bit of expertise and experience in an area are going to be able to poke holes in it. There is always going to need to be a great deal of abstraction.
Personally, I find more abstract rule systems better for immersion. I can imagine the details rather than game making me break them down.
Yet, at the same time, I also find it mechanically fun to have a bunch of widgets to play with. Currently, I'm really liking all the character-building options in Warhammer Fantasy Roleplay 4e. But it is more mechanically fun for me after years of DnD 5e. I wouldn't say it is any more immersive for me and it certainly isn't more "realistic" to me in any meaningful way.
Verisimilitude is only being thrown around by people defending the 5e skills... In that light it's weird to talk about anyone "seeking" it rather than any of the reasons actually given for moving away from 5e's excessively condensed skill selection.
The 2014 skill system has 18 highly condensed generalist catchall skills. Why would you present a case warning of pitfalls that assumes the next logical step is "thousands" of skills as if there were no middle ground between minimum 1/3 dozen from 1.5 dozen generalist catchall skillsand "thousands"?