Faolyn
(she/her)
You missed tons.Like failing to pick the lock makes enough noise to wake someone up in another room while success does not? A guard or nosy neighbor noticing them on a failure but not on a success even though it does not take longer to fail than succeed? Because those are the only ones I remember. I may, of course, have missed some.
Guard dog.
Lockpick breaking.
Lock breaking or jamming.
Door locks behind them, meaning the PC has to pick the lock again in order to exit through that door.
Penalty to further lockpicking rolls in that house because the locks are unusual.
Trigger a trap (if they hadn't searched for traps).
Take a minor amount of damage from jerking their hand and cutting it on a sharp or jagged edge of the door or lock. Or take no damage, but still shed a drop of blood or two, useful for when the owner brings in the sniffer dogs (or magic) to track who broke in.
And why would a failed lockpicking make noise? Because in those times, there were no deadbolts. So the locks were often things like padlocks or bars. You lost your grip on the lock and it fell to the ground or clanged loudly against the door. If you didn't fail your roll, you kept your grip and the lock didn't go clang.
Then all I can say is that you haven't been paying attention to what everyone has been telling you.Because as far as I can tell the screaming cook is about as logical as any of the other reasons people have given. Which, if it's that easy to implement, it would take about as much time to give a better example as it does to tell people repeatedly that "we already told you."