Sounds fairly straightforward to me.
Sorry if I'm being obtuse...but it sounds like I'm responding to exactly what you are saying.
Forgive me if I'm not.
--SD
Sorry, then. I'm afraid I don't know what you're getting at. And it bothers me because I don't know if I should whip out my "Thank you, Captain Obvious" macro, or "Thank you, Captain Irrelevant" macro, or both.
Or, that I'm just missing what you're saying.
Clearly, I already know that there are many games that don't have skill systems. I learned how to play RPGs on BD&D and 1e AD&D--pre-Unearthed Arcana. But I don't know what the presence of these games has to do with the comment I made, which is that the presence of a skill system, and rolling skill checks instead of describing or roleplaying out everything does not make the game uninvolving to an actual person. For the most part, those checks serve to move quickly past the parts of the game that are themselves uninvolving, boring or tedious rather than spend time detailing them. Please, Dear Lord in Heaven, spare me from having to describe all the details of my shopping trip for gear before my character heads out of town. Please, spare me from ever having to describe in detail exactly how I'm looking for a trap or secret door. (For that matter, please spare me from being in a situation where I'm having to look for a trap or secret door.) Please spare me from having to go through my entire conversation, in character dialogue, to bluff, chat up, intimidate, canoodle or wheedle whatever I want out of every innkeeper, bar wench, city guard, local thief, or what have you random minor NPC that I need to get a clue from.
YMMV, naturally. For some people, those same parts are the best parts of the game.