The players are free to think anything they like. They don't "automatically" know anything, however - that is why it is good practice for them to test their assumptions in the game world via their PCs. Once they do so, and depending on their approach to doing so, the DM might just give them the information they are seeking, granting them auto-success. Or, the DM might determine that there is no possibility of them knowing: auto-fail. Or, the DM might determine that there is uncertainty in whether they know or not and that there is a meaningful consequence for failure - now the DM calls for a roll, ideally letting them know the difficulty and what might be at stake.
If the DM chooses to grant auto-success and tell them that Chuckie is innocent, sure. Otherwise, no roll might simply indicate that their approach to discovering the truth has no chance of success: "Chuckie is really hard to read. What would you like to do next?"