No, they include guidance for what subset of ability checks they are applicable to. The chapter on Using Ability Scores, under the heading Ability Checks says:
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
Further on in the chapter, under the heading Skills, says:
A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
Here we see that skills merely represent proficiency at a subset of ability checks. There is no such thing as a “stealth check,” a character who is proficient in stealth is simply “particularly good at Dexterity checks related to sneaking and hiding,” and so can add their proficiency bonus to the roll when called upon by the DM to make such a check. This is why it’s written out as “Dexterity (Stealth) check” instead of just “Stealth check,” because the character is still making a Dexterity check, just one to which a character who is proficient in Stealth can add their proficiency bonus.
Further down, under the heading Dexterity, it says:
Dexterity measures agility, reflexes, and balance.
Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
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Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Taking this together with the other excerpts, we can understand that when a character or monster makes “any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing,” “(other than an attack) that has a chance of failure. When the outcome is uncertain,” the DM should call for a Dexterity check, and if the action involves an “attempt to conceal [the character or monster’s self] from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard,” the character can add their proficiency bonus to the Dexterity check.
We can apply the same analysis to Charisma (Intimidate) checks.
Charisma Checks
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
(…)
Intimidation
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
So, “a Charisma check might arise when [a character or monster tries] to influence or entertain others, when [a character or monster tries] to make an impression or tell a convincing lie, or when [a character or monster is] navigating a tricky social situation,” “(other than an attack) that has a chance of failure. When the outcome is uncertain,” the DM should call for a Charisma check. If the action involves “[the character or monster attempting] to influence someone through overt threats, hostile actions, and physical violence, the DM might ask [the player controlling the character or monster] to make a Charisma (Intimidation) check,” which would allow them to add the character’s proficiency bonus to the Charisma check.