OK, but if a GM is lazy and unimaginative to the point of just describing some fiction that always lets you do one thing to solve every problem, I'm not sure I see how that is a problem with game system. I could just as easily sit around and tell you to roll Athletics again and again in 5e, I don't need a skill challenge to make me a rotten GM.
But that's what skill challenge rules say, They have set of skills you can use and then set of secondary skills that might face higher DC. It even says:
"Characters must make a
check on their turn using one of the identified primary
skills (usually with a moderate DC) or they must use
a different skill, if they can come up with a way to
use it to contribute to the challenge (with a hard DC).
A secondary skill can be used only once by a single
character in any given skill challenge."
And:
"When a player’s turn comes up in a skill challenge,
let that player’s character use any skill the player
wants. As long as the player or you can come up with
a way to let this secondary skill play a part in the challenge,
go for it."
So by the rules as written just spamming you best skill, if it was one of the primary skills of the challenge is how it works, and the GM is not supposed to invent reasons why it cannot be done. So yeah, it is the fault of the rules.
OK, now, how about in 5e? Why is it that the same sequence of actions would not be 'just color'? I'm utterly mystified! I mean, if the point of playing an RPG is not to play through these things, have fun, find out how your character does whatever they do, etc. then I don't know what it IS about!
ALL, IMHO that SCs are about is regulating and explicating stakes in play so that we know "well, if I can pass 6 checks, then I can get to the top of the mountain", but the player is not in charge of what those 6 checks ARE. They may have some say in the matter, by maybe choosing to catch and ride a pteridactyl instead of climb the cliff, but all the SC is saying is there's a point where this particular sequence has been 'played enough'.
I don't understand what the fixation is on the number of dice rolls. A 5e GM could declare the exact same number of dice rolls got you to the exact same point. All that is true in an SC is that the player already knows that, so they can make some game level decisions about how they play things. I don't see this as 'mechanics first', it is simply making a playable game that isn't just asking someone for things. Now, you can also do this with a 'map & key' kind of format, there are such many obstacles between you and your goal. Nobody calls that 'mechanics first thinking'.
Because if the number of rolls (and the universal DC too) is fixed from the get go, then it really doesn't matter what you do. There are no better or worse choices, apart choosing the skills which you have biggest numbers in. It does not require thinking about the situation, engaging with it.
I recently ran a prison escape in my 5e game. I guess it could have been a skill challenge. It wasn't. There was predetermined obstacles. Door, locking mechanism out of reach, a guards with predetermined locations, the location of the key etc. And different actions had different DCs depending on the actual diegetic difficulty of that specific thing in the fiction. What specific actions they took mattered, what items they had managed to smuggle in mattered. And they actually ended up trying two differEnt approaches, as the first one failed, but not badly enough that the guards noticed. And the first attempt had way less "steps" than their second, way more complicated and risky attempt that nevertheless succeeded did.
First attempt:
1) The bard uses mage hand to pick the out of reach locking mechanism with the lockpicks the rogue had smuggled in. (fail)
Next steps would have probably been
2) Rush the guard and kill/knock him unconscious.
3+) Get out of the building
Second attempt:
1) The rogue taunts the guard to get him come close.
2) The rogue kills the guard with one strike with a poison needle she had smuggled in (super risky, but amazingly succeeded)
3) The bard and the barbarian bend the bars of the door as now there is no guard looking (super hard, but they manage to bend them a little.)
4) The rogue, the smallest and nimblest member of the party tries to squeeze through the slightly bent bars. (success)
5) As the guard has no keys, the rogue picks the locking mechanism. (success)
6+) Get out of the building.
I entirely disagree. If you can't find a way past the obstacles in an SC, then you FAIL THE SC. The only way to get past them is to engage with the fiction, figure out what needs to be done, and do it.
That's not what the rules say. They just need to roll the required number of successes on the skills determined for the skill challenge. Then you somehow describe how this overcomes the obstacles.
I assure you, I am not at all closed-minded, nobody who knows me would think that. I haven't criticized any other techniques, nor do I think badly of using them. But when I get people telling me that a certain way of doing things is unimaginative and treats the fiction as irrelevant AND I BLEEPING WELL KNOW BETTER, then yeah, I'm going to disagree with them. Honestly, I want to say that you might look in the mirror, but frankly I am uninterested in this sort of debate.
Perhaps you run skill challenges better than what the rules as written suggest. In fact, I am pretty sure that anyone who has had significant success with them is doing so. But this is not due the published rules, it is due you inventing your own rules that have some slight structural similarity to 4e skill challenges.