Add me to the (short, apparently) list of people already doing this. If someone tries and fails a check and someone wants a go too, I say, "Okay, it's now a group check then." In general, if they succeed where the first character failed, you can treat it as either a successful group check (because 50% success), a retroactive Help (treating the second roll as Advantage on the first one), or just someone else trying. So it barely matters exactly how you rule it, but sometimes it's nice to be able to cite something. If it still doesn't work and more people are pitching in, then you want to be clear about what they're actually rolling for.
Though I should say, with knowledge checks especially, I actually quite like the narrative of the Cleric totally blanking on an Intelligence (Religion) question because of a bad roll and the Rogue randomly knowing it and then having to work out why that might be the case.
Well I can see how different people might want to try, but in the end this just makes every check a lot easier, and rewards the "not accepting negative outcomes" player behaviour.
If something should be possible to miss, and you want to give it a certain % chance that it misses, then
A the possibility to also do a group check increases the odds A LOT or
B the total odds including the group check are the same, but this means the first check will more often fail, and this simple check will now in average just take longer.
B is something which we saw happening in RPGs in other places before. In 4E D&D players wanted to have the same defense and attack scaling as monsters. "This must be a math error", and when this was changed monsters where suddenly too weak and one needed to use more and combats dragged more...
Or in 13th age where people wrongly assume the escalation dice is to speed up combat, because it adds + to attacks, but this is actually taken into consideration with enemy defenses, meaning that without it monsters would just have slightly lower defense overall. (It is an anti alphastrike mechanic instead).
A kinda is fine, but well as a gamedesigner (which a GM is to some degree), you normally want to set specific % to succeed in something, of course if you dont think about that at all and just randomly choose a DC, then it does not hurt to also allow a group check (except maybe time spent).
On the other hand if players falling a check would mean it stops the flow (like ok you cant open the door. Well sucks, you cant follow this lead, go around ask for another lead), then the skill check should be fail forward. "Oh you did open the door, but it made a lot of noise, and also some splinter are stuck in your arm, you lose 2 healing dice" or something.
On the other hand, if you want that other players also feel like they do something, then let them all help from the beginning, unless there is a reason they cant. Increase the DC a bit. Give the person with the best value advantage, and everyone rolls a dice. For each other person who succeeded on the skill check, the person in lead gets +2 to their check. (Like 4E used aiding others). Now everyone contributed together, it you succeeded as a team (even if the single roller succeeded on his own, if both dice are rolled at the same time and only 1 succeed, as often will be the case, people will feel it was thanks to team play because that gave the advantage).