Why would I want to pause playing New Vegas and waste seconds or even minutes time and again on some undoubtfully trivial and very trite minigame? If I want a break from New Vegas, I'm damn well able to pause the game myself. Why should the game force it upon me time and again?
No, I'd rather all "mandatory" minigames went away. I've never understood why they're in RPGs anyway. RPG means playing the role of your character, which means that success or failure should depend on the skills of your character rather than on your personal skills.
Using FO3 as an example, I'm fairly good at hacking and fairly careful when lockpicking, which means I never get locked out of a computer and I very rarely breake lockpicks. This reduces the minigames to being nothing but unavoidable time-wasters that accomplish ABSOLUTELY NOTHING but preventing me from getting to the fun parts. However, let's consider the case that I have fine motor control issues. If so then extreme accuracy might be difficult and lockpicking difficult locks (where it seems like a few degrees make the difference between broken lockpick and open lock) would therefore be extremely hard, regardless of how high my character's lockpick skill is. Is that really sensible to anyone?
Honestly, when I play games, I play them because I like them. I haven't yet run across a single minigame I liked in any game whatsoever. They're always merely an annoyance you have to get through to get back to the game. I suppose I'll have to accept that I'll never understand why game devs keep pestering me with them, but I sure would love to see them stop, or at least be given the option to not have to waste my time playing a minigame so ridiculously stupid and trivial that a chimp would be offended by it.
Yes, the devs could simply up the challenge but then we're back to my example before, where it's the player's skill rather than the character's skill that determines the outcome, and at that point it's very debatable if the game isn't simply transformed into a sandbox adventure game rather than an RPG.
so your saying people shouldn′t have the freedom of choice?
So why should people be burdened by the annoyance of dying from time to time? Shouldn't god-mode be mandatory as well? If people want to die when fighting an enemy then they can choose to do so but shouldn't they have the freedom of choice?
To answer your question, hell [censored] no! RPGs aren't adventure games.
Edit:
No choice in the way you're describing them. RPGs are all about having choices but it's also about your choices having consequences. That means that prior choices made must restrict your choices in the future. Choices made at character creation and level-up must restrict the choices you make later on. Full freedom throughout means no consequences of any choices you make.