If you don't have any fate points, and you have an aspect the GM thinks means you should want to pick the lock, the GM can give you a fate point and you pick the lock. No need to be oddly specific or absurd.
I think I'm maybe missing what you're saying. the GM in FATE cannot force a player to apply skills to a situation. But they can bring character's Trouble into any situation.
For example, Harry Dresden has an aspect in the official DFRPG of "Everything is on Fire". Its a consistent problem in novels, Harry has a bad habit of unintentionally (usually) setting pretty much everything on fire at some point.
So, the Trouble here means the GM says to Harry's player Jim ,"So, that spell totally set the warehouse on fire, if you take a Fate point." Jim can say to the GM, "Not today, Harry has better aim than usual because he's trying to keep a low profile, here's a Fate point back to you." Or, Jim can say , "Yep, sounds like something that would happen to Harry, guess the warehouse is burning down now and those demon monkeys are throwing flaming poop."
There's a reason that aspects are phrased a particular way to be action oriented. In Fate if my rogue had the Troulbe aspect, "Opens Every Damn Lock I See" I'd only get Fate points when that is actively detrimental, and I can point that out, or the GM can find a reason to make it detrimental. But the way the game is structured is that chosen Aspects are supposed to come into play often, otherwise the players wouldn't have picked them. So, not only do I want my compels, but I'm picking things that I think would be fun to have be compelled, they aren't being played as gotchas by the GM, and since I want to play a character that opens every damn lock.
Also, if I'm not mistaken you can trade stress for not taking a compel if there are no Fate points. That might be one of the FATE variants and not core though.