It should allow you to try to lockpick, regardless of level, and level should actually govern how easy it is.
But how will you make the skill level adjust the difficulty of a minigame so that it is actually equally adjusted for all - this, in addition to considering the different default lock difficulties (easy, normal, hard, etc). A minigame that relies on the players dexterity with a controller, or with a mouse and a keyboard can potentially only please one third of the audience - namely those who view it to be just fine. The rest, those who think it's too easy and those who think it's too hard, are always left out in the cold to just "deal with it". It also downplays the importance of the skill althogether. An autoattemptbutton isn't too good of a choice either, since it's basically cheating oneself if there is an easier, and more importantly, a certain way to open the lock right beside the "chance" of opening it - there's no reason to use the "chance" if the "certainty" is the other available option. A skillcheck would be fair trade for everyone regardless of the players dexterity with any given controller.
If anything, they should come up with a minigame that takes both, player and characterskill chances equally into account - or just make the minigames toggleable. Imo.