There is no "shorter path"
Indeed. The question is revealing in that one would only ask it if one is unable to conceive of play other than railroading.
There is no "shorter path"
1. What does the GM base his decision to require 3 successes before 5 failures instead of 5 successes before 7 failures. Deciding one vs the other seems a bit arbitrary?
2. Every action the PCs take is of equal weight to resolving the skill challenges and thus isn’t contextual to the specific PC action chosen.
3. The generated fiction isn’t contextual either. If less successes ‘should’ otherwise get them to their goal then the DM is mandated to invent a reason it doesn’t simply because it’s a skill challenge.
To me this is trading strict mechanical structure for less fictional structure, less fictional grounding.
Skill challenges are better understood as a shared fiction generation exercise that allows for player contributions to be digested toward a given output, instead of a gameplay mechanism. The limited tactical space is the point; by not privileging any particular action declaration over any other the space for what actions can be declared is wide open.
If anything, "challenge" might be the wrong word. They aren't fundamentally about making good decisions to best achieve the goal, they're about structuring the fiction in service to whatever question is put at stake.
I've long had a criticism that SCs are a bad "game," because the impact of player decision making on achieving a goal is so low and limited, but that's not the design purpose that's being served here. If anything, it's the inverse; by roughly standardizing the impact of any given decision, there is no incentive directing the kind of actions players should take, and the resulting fiction can be significantly more varied.
There is no "shorter path". The idea of a skill challenge is to establish a degree of "weight" to the attempt to achieve some overall goal. The complexity of the challenge shapes pacing - eg complexity 4 or 5 means this thing won't be resolved quickly - and hence degree of focus/attention that play will give to the overall stakes of the challenge. Within the challenge, the GM's job is to narrate consequences that respond to each check, while keeping the challenge alive until the final resolution.
I mean, if a player has some sort of saved up resource (like a boon or favor, or a magical item, or a powerful spell), such that introducing it into the narrative would obviate the entire challenge, then I (as a GM) would end the skill challenge and mark it as successful.Which makes it very "mechanics first, fiction as colour." If the player invents something clever that should resolve the situation then and there, it cannot be done as we have not rolled our predetermined amount of checks. Same with character doing something massively disastrous that would make the whole effort instantly fail. So instead of engaging with the fictional situation as people in it would, we are just following the mechanics and inventing some fluff to justify the dice rolls.