Dungeon World play is a conversation. If the conversation reveals that a roll shouldn't happen, a roll won't happen. E.g. if the player were to (say) do a bunch of preparation that included bribing the locksmith to give her a master key for the locks, well, no lock picking will happen. Likewise, if they took a risk and paid off the staff of the house they intend to rob to leave a door or window unbolted, boom, no roll needed at that point, because they already took some kind of risk elsewhere. Or if she visited previously while pretending to be a collector of fine china (recall Holmes trained Watson to do this on his behalf!), she could examine locks in a free moment, which would provide a bonus when she uses that knowledge later.
You can't cut out the risk. There will always be risk something doesn't go quite according to plan.