There's a difference between "Getting out of the way" and "Taking the first bus to the airport and hopping a red-eye to Argentina".
Oh sure... I don't mean to suggest otherwise.
To use my current M&M2e character as example... I'm glad there aren't any rules for his devout Catholicism (he's also a fake Egyptian god from the future). It's a
very important part of the character. It has direct bearing on play. But it's not a something I or my group need rules for.
My current PC has Int 20 (26 w/Tiara) and Wis 16, but he is constantly walking glassy eyed towards the Big Glowy Dangerous Thing, because he's obsessed with Forbidden Knowledge TM. There is no system in 3e for what Hero would call Psych Lims, so this has to be roleplayed by me basically ignoring the character's attributes. (I consider this a flaw in D&D).
In 3.5 this trait would exist in that space that's essentially unmediated by the rules I was talking about. It could be
important, but it's impact on play would result solely from the interplay between the player, DM (and fellow players).
However, I *can* at least partially reflect his nature by having him put points in EVERY knowledge skill -- even though this makes him (disdainful sniff) "sub optimal" because not all of his skills are maxed out for his level.
Do you mean 'partially reflect his nature' in a way that satisfies you when you look down at your character sheet, or in a way that has bearing on the game-during-play? Because the 3.5 skill system doesn't smile on non-specialists, nor does it particularly well-support Knowledge skills in general, I can't see this as more than an aesthetic choice -- it doesn't effect play much, does it? How are you defining 'support'?
To the extent the rules DO allow me to model his personality, I let them.
Where there's the thing: no edition of D&D offers much in the way of support for this.
In a 4e game, or any game with no personality/roleplaying mechanics...
How is 4e different from 3e in this regard?
In 4e, he'd have a +8 to all social skills by now, just because. In 3e, he has a -1. Period. He put no points in them (he doesn't care), and so, he sucks at social interaction, and likely always will without magical aid, even if he lives to be an epic level archmage.
Oh, like this... frankly I think this is an improvement. Skills now work like HP. You just get better at them -- except, of course, for Trained-only uses. I mean, if a D&D player can accept than an wizened, sickly old mage can take a greatsword blow better than a young strapping army veteran, why quibble about the relative benefits of experience vis-a-vis Diplomacy?
Isn't this really a call for a cafeteria-style point-buy system like HERO or M&M, where there isn't the same kind of bundling of abilities?
If there were no mechanical support for this, it would make his personality less "real" -- when it *mattered* (when the dice are rolled), he would be just as good as anyone else.
Then don't roll. Saying something uncouth and let the DM mediate events without involving the rule system.
If that bothers you, consider that it's no less silly that having a PC that's mechanically capable of being diplomatic to everything under the sun, regardless of context or situation. For example, you might define your 3.5 rogue as a smooth-talking street level fixer, a mafia mouthpiece. He has a high CHR and maxed Diplomacy. And he'd do just as well in an interview with the Pope as he would talking to a bunch of local bookies (okay, he
might take a -2 situational modifier w/the Pope, as per the RAW). In fact, he would be
more effective -- again, in mechanical terms-- than some poor stumble-tongued bishop with no ranks in Diplomacy.
Now you
could see this as an invalidation of the character concept. Or you could just roleplay your way around it.