I think the original point has drifted somewhat. I was proposing (facetiously) that a single failure to pick a lock would remove the desire to open the door.
@bsss turned that into a conclusion not only that the lock can't be picked, but that the door cannot be bypassed by any means.
But even the conclusion that the lock can't be picked is, in my mind, going too far. You're right...people try, fail, try, fail, try fail (and in fact the "skill" that seems to be most lacking in our schools is perseverance). But too many games model it as "you try and fail and so you give up after one attempt." At which point the other characters, even with zero skill, chime in, "Can I try?" Which wouldn't make any sense if the expert deemed it beyond his/her skill.
This is why I prefer rules like Shadowdark, where it is assumed that you will eventually succeed if there's no time constraint (or other complication).