If a failure on the very first roll means a failure on the whole thing, then it shouldn't have been an SC in the first place. The point is that they help resolve multi-pronged complex situations that aren't simply one pass or fail check.
Something I've seen before is when there's an NPC who has valuable information or resources but needs some convincing to give them up. The success threshold of this is entirely undefined. Player A tries diplomacy, uh marginal success, he's warming to you but not convinced. Player B tries intimidation, uh failure, he's getting angry now. Player C tries hunting, hey look at all my hunting trophies, failure, he ignores you and thinks you're an idiot. Player D gives him a blessing and heals his injuries, uh great he's not angry now but he's still not really convinced. Player E offers his fealty as a paladin and casts a Zone of Truth to show he means it, GM (who is bored himself now, and waiting for anything half reasonable so we can move on) says oh OK I guess that's enough.
Do you see how a more defined structure (three successes before three failures or whatever) makes that situation more interesting to play out?