To me, this links back to
@kenada's post(s) upthread.
For many years (1990-2008 inclusive) my main RPG was Rolemaster, RM has an extensive list of social/influence skills, and (of course) has a resolution chart for when players declare actions involving those skills. But the assumption, as for the various games that you list, is that these skills are figuring primarily in players' rolls to have their PCs influence NPCs.
But when we played, there was a type of "honour code", which back then we would have labelled "good roleplaying", that if the GM told you that a NPC said such-and-such to you, and had a result of (say) 150 on their Duping roll, then you would roleplay your PC being duped even though you, the player, knew that it was a lie.
I think this is what
@kenada was getting at, in referring to RPGs that are less "toothy" in their social conflict resolution than systems like the ones I mentioned in my post (MHRP, Torchbearer, etc).
EDIT: I think
@payn is getting at a similar point in post 112 upthread.