to be frank,
it doesn't bother me in the slightest.
Even my thiefy characters just means I don't have to dump perks into it.... so they can be more combat competent.
however, it does bother many others, myself included, for the reasons i stated. a roleplaying game with thieves who don't have to worry about their lockpick skill proves that it has been become useless. what it means is that your "thief" has been rendered less thief-like.
Broken? Why? Because with some patience, you can do it?
I doubt there can be ANY mini-game designed for lock-picking that players could not do if they spend some time and have enough lockpicks.
Really, I think the only way to "fix" what people think is broken would be to - as suggested by others - make it so that higher level locks can only be opened with a certain skill or perk level, no matter how often you try. However, I personally wouldn't like that. I see nothing wrong with a person spending the time and breaking a bunch of lockpicks in an attempt to open a chest which is "above their level".
And in a game where any character can learn spells, having an open lock spell would render lockpicking even more meaningless than it is now, IMO.
lockpicking does not need to be a "mini-game." that should be secondary to the skill needed within the game. not, real-time practice. i could care less about breaking lockpicks. a thief should need a minimum level of skill to even attempt certain locks. a mage should need a certain level of skill to use their open spell on certain locks. and, unless the container can be smashed a character with no lockpicking skill is out of luck.
at a minimum, they should have just kept it the same as past games. as it is currently, it should not have been implemented, at all.