You need to train a specific skill (lockpicking) to do a specific activity (get through locks). A character that chooses not to invest in that specific skill, but can still do that activity, is the bane of role-playing. You want to do an activity, but not invest the time and skill designed for that activity. It makes the skill unneeded if you can do the activity without the skill. And once the skill becomes unneeded, you can bet dollars to donuts that it will be "streamlined" away as redundant an unnecessary (which it would be). Everyone can do it, so the skill adds nothing.
Just because it doesn't bother your role-play that you're investing in a useless skill doesn't mean it doesn't bother someone else's role-play.
In Oblivion, for example, there were multiple levels of Open spell available for purchase, corresponding to the various levels of locks from Very Easy to Hard, but you had to make your own custom spell to use it on Very Hard locks. As this required 100 Alteration it wasn't something you could do right off the bat, and the heavy use of leveled locks meant that not having such a spell was a significant drawback of going 'pure mage'. Of course, Oblivion shot itself in the foot by not matching lock difficulty to contents, with the result that said investment into the skill was, more often than not, a complete waste of time. Granted the Monty Haul bandit loot lists were just as bad (but for different reasons), but that was no excuse for padding the chest lists with 0-value junk.
Any Bash ability would require a significant level of One (or Two, as the case may be) Handed and at least one perk, just to be able to use it, just as any Open spell would need at least one perk and significant skill in (presumably) Alteration. Ideally there would be additional perks, so that to be as quiet and skilled at it as a Thief you'd need a similar investment; to do otherwise would invite discovery, with its attendant risks.