I suppose, but people do get very good at opening them with experience. Given how slowly characters in D&D get better at anything, and we have to assume someone with proficiency in Thieves' Tools has that kind of experience (unless our world is full of Rogues of level 5 and up, lol), DC's of 20 still seem a bit high*.It's not as easy (usually) as those YT videos might indicate. There is a huge amount of feel and experience needed to actually use picks to bypass tumblers etc.
The videos tend to be locksport hobbiests and professionals yes, but just like golf zpeedsksting or swimming you don't need a hole in one or qualifying time just to get the ball in the cup or do a lap. It's a process that might take seconds minutes or even hours with most locksIt's not as easy (usually) as those YT videos might indicate. There is a huge amount of feel and experience needed to actually use picks to bypass tumblers etc.
My wife has a purse hanger thing that kind of looks like that... I will never trust it again!

I don't know that there is consensus on much. The books say you need proficiency to attempt to pick a lock. Beyond that I don't remember 5e baseline guidelines for DCs and attempt/reattempt times like there were in prior editions so it is generally up to the individual DM, although there are things like the fast hands class ability to pick a lock as a bonus action for thief subclass rogues.So what the consensus seems to be is:
DC 15 is a standard average lock, DC 20 is a good lock, but even an average person WITH PROFICIENCY will defeat a DC 22 lock given enough time. DC 23+ is a custom puzzle lock that no average person will succeed at picking, ever. And all of these DCs - excepting "this is beyond your skill" - are irrelevant if there is (a) no time-pressure; and/or (b) no consequence for failure. They only matter if popping the lock needs to happen fast.
That wording there is pretty much perfect, I'd add that bold bit. It doesn't matter if you roll a 20+4+5+12* if you don't have the right tools or the right tool is a not so discrete thing like this or this simply because the lock is tougher than the structure containing it.:DC 15 is a standard average lock, DC 20 is a good lock, but even an average person WITH PROFICIENCY will defeat a DC 22 lock given enough time. DC 23+ is a custom puzzle lock that no average person will succeed at picking, ever [it may even require custom lock specific tools]. And all of these DCs - excepting "this is beyond your skill" - are irrelevant if there is (a) no time-pressure; and/or (b) no consequence for failure. They only matter if popping the lock needs to happen fast.
Exactly. Either a lock is made to be picked or it's an excuse to go adventuring for the special key/tool/widget/back door. Real locks are pretty much the same way.Out of the fiction. Rogues have niche protection and the designers assume rogues will have a high DEX and pick expertise in stealth and thieves' tools.
In the fiction. All the easy to pick locks have already been picked over the long centuries since they were placed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.