Warbringer
Explorer
I hate the less fail option because I don't play D&D to win or succeed, I'm there to play and accept whatever outcome happens.
I think that this needs to be the goal of the skill system, namely "outcome centric", not simply pass/fail.
When we consider combat in D&D we see a system of extended win/loss results, where the consequences of success/failure are progressive. This is mainly captured in the attrition of hps and other resources (particulary spellcasters and all classes in 4e). Personally, I want this in my skill system, which is why I like Skill Challenges.
I like that failing a climb check taps my recovery resource (represented as loss of Healing Surges), that the climb was more of an exertion than it should be, not that it was failed; or that a failed Knowledge check increases the "threat*" of the ongoing scene .. (such was attacking a false weak spot). To be this is how skill checks need to interct with the primary system; fail forward with consequences.
Note: Threat - this a device I use at the table to increase the danger of encounters; essentially a pool of d6 that I can burn for extra damage or effects. The players choose the base level of threat in a Chapter (think AP module) that gives them more xp. The consequences of skill challenges can add to this pool.