I think thats owned to the manuals having a more detailed explanations of these skills and their usages IN game. It was a different time where it was cheaper to put all that info in the manual.
I read the manuals religiously as a kid, but they still didn't tell you the frequency that a skill would be useful. In theory, lockpicking is a great and useful skill, because you'll be able to earn money or loot, but some games simply don't let you lockpick very much. Yes, it has uses, but the amount of times you can use something comes down to knowledge that you'll only have after finishing the game. Gothic has an issue with this in that you're pushed towards getting the skills to harvest animal trophies early on, but by doing so, the money and uses that you have for most trophies are limited and wind up setting you back in terms of character progression.
Skills in these kinds of games are far too often imbalanced simply because they can't make a route that takes into account every single skill you could use.
A recent example is Death Trash, which is universally praised across every platform, yet, things like Animalism are very clearly halfbaked. There are far less skills in Death Trash so it's not like you're at a massive disadvantage being asked to pick them before hand, but it still leads to character resets.
Adhering to the DND principles that logically state that every skill will have a fair amount of use has lead tons of games down a rabbit hole of fake depth.
DND had the benefit of being modular as you play, so the DM can and will add in special things to allow people to use their skills. Video games don't have that option.
I've yet to play it mainly because I've heard that Underrail suffers heavily from this. Supposedly, you can pick from a ton of skill types, but by late game, you're railroaded into a specific couple of builds.
Many games that seem to have depth on the surface boil down to knowledge that you can only have after getting to a certain point, and that defeats the purpose of a great many skills in these games, yet they still cram them in to say that they have the options, whether they're useful or not.