That is how I do skill checks.
At the same time,
@Malmuria has a point. The chain reaction
Wisdom (Passive Perception) → Intelligence (Investigation) → Dexterity (Thieves Tools / Slight)
doesnt leave much room for narrative agency.
I kinda run monsters that way. Similarly, monsters respond to illusions by player characters in an automated way. I want a "neutral" method to determine if a monster "decides" to interact with the illusion, and sometimes that means a Passive Investigation check followed by a Wisdom save.
I try to deal with Passive Perception by giving a sensorial detail, such as a visual description noticing a book case is set inside the wall, without making it clear that it is a secret door.