I gotta say- if a GM told me the only thing a skill roll could give me is avoiding the bad stuff on failure and that the gains of the skill ( in the book) are on me as a player to devine myself from their acting and narration, I gotta say that's z huge impetus to choose character who get their stuff done by mechanics outside skills too.Oh, now that's a bit different isn't it? Insight is supposed to tell me whether someone is being deceitful or not. I mean, it's right there in the description of the skill. "Searching out a lie" isn't something I'm making up.
Now, since folks here have been pretty adamant about following the rules of 5e with this whole approach/goal thing, I'm getting a bit of a mixed message here. @iserith has repeated ad nauseum that he wants his method to hew as close to the rules of 5e as possible and anyone doing anything else is setting up a situation where the game will not deliver it's promised results. That's been established multiple times.
So, you can see where my confusion lies. I'm trying to use the 5e rules but, now I'm being told that the 5e rules only apply sometimes? Otherwise, I'm just gaming the DM - I have to watch you, and your performance, to see if I think that the NPC is lying. The fact that I'm playing Sherlock Holmes with feats and stats to boost my Insight into the stratosphere apparently don't matter, since, it's impossible in your game to leverage the mechanics in this way.
Which, IMO, just leads to players eschewing the skill system altogether in favor of using spells. Why bother with insight when we can just use Zone of Truth or Detect Thoughts? 100% guaranteed to work, and I don't have to play guess the mechanics.
I prefer skills having a more active role - not just a defensive one - keeping bad stuff away.
I have seen this before in other ways. The most obvious were GMs where pretty much social situations were all roleplay with no consideration of mechanics or stats. Became obvious it was better to sink points and choices into other areas.
But, on a broader scale, there have always been players who style was to find ways to go around the rules, to bypass the mechanics and drive as many solution and resolutions toward "ad hoc" or "fiat" calls on the GM. For combat, these tend to run towards finding more and more ways to get around hit points and convincing the GM to just declare the other guy dead now. Most common would be "dagger to thtoat" or "dropping heavy stuff" - or anything that creates or finds a crack in the tules to argue "but hit points here makes no sense."
On social, its presenting plsyer to GM a wonderfully layered argument and social exchange regardless of the character having droppedcp socials to min. Long as he saw he could get success by player without the character and mechanics often enough - great. When that failed, that's when the points he sunk elsewhere would come in.
Similar cases were players who always fought to come up with ways their character " knew that too" or just flat out ran with out of character knowledge.
Al in all, it all sorta boils down to - it seemed over time- trying to "win" what it seemed they saw as the " player-GM" contest being for them " the game".
Obviously, not all of this matches everyone, or anyone, it just seems that there are significant similarities.