Again, you are assuming that it's always going to be the locksmith's fault. Also you have to understand that dice rolls are not going to perfectly simulate real life.
Let's use your locksmith for example. Locks and lockpicks, I am assuming, were built by hand and not in some factory. Sometimes the tumblers could malfunction or the lockpicks could be faulty and break.
Why do you keep using professionals in your examples anyway like they never fail? Did Michael Jordan hit every basket? Did Beckham make every goal? How many takes do you think professional actors and actresses go through when making movies, even the ones that have been doing it for years and years? There is always going to be a chance of error no matter how good at something we are.
A basketball/soccer game contains elements of risk (you might lose the game, you might get injured) and therefore take 10/20 don't apply here.
As for actors, I went to plenty of the drama productions my younger sister was in during high school, and though mistakes occasionally happened, they were minor and vastly less frequent than 5% (less than 1%, even). Typically it was a brief pause while someone attempted to recall their next line. And this was with non-professional high school students.
In fact, arguably, the reason that professional movies do so many takes is to take 20. They want the absolutely best take, not just the good one. Along the way they probably have a take or two where the actors completely forget their lines as well.
Removing take 10/20, IMO, leads to generally silly results. Take a flimsy door (DC 6), a brawny fighter (Str 18), and a scrawny wizard (Str 8). When take 10/20 is banned, this tends to happen.
-Fighter rolls a 1 and the DM describes the "flimsy" door as really stuck.
-Wizard rolls a 7 and the door pops right open.
-Fighter looks annoyed and says, "I loosened it for you."
In situations where only one attempt is allowed, other silliness occurs. Technically, the DM I played under allowed retries provided we found some way to give ourselves a new advantage. So we started carrying a crowbar. When we encountered a stuck door, we'd first try to kick it down. If that didn't work, we'd retry with the crowbar. Every time we used that trick however, a part of me wondered why our characters wouldn't just use the crowbar first? It was disjoined from what I would reasonably expect to happen.
For those reasons, I'm very glad to hear that the designers will be basing the mechanics of the new edition around the mechanic of "Take Ability Score".