As far as pick pocketing goes, or any other RNG even, you are simply letting the game roll once more if you failed the first time - this would not be a problem if lockpicking and such would instead be based on the players ability.
Many games use a checkpoint system for saving, which in a way adds to the thrill.
I never really thought of it, and it was never something i was concerned about in TES games. However, especially in games with a somewhat open world - where you are free to do as you please as long as you are prepared to suffer the consequences of your actions.
There is a reason why you can't pickpocket with a 100% success rate by default, kill a non hostile torget without risking getting cought etc.
There is a reason for having a system based around you getting caught such as.
Getting a bounty on your head.
Bribing guards.
Serving your time in jail.
And more.
Being able to save at all times before you attemt to do something simply breaks parts of the game.
Horror games for example, now unless you are 5 - these games aren't exactly thrilling/scary in any way due to visuals or monsters jumping out of nowhere to attack you. It's a combination of horror and survival that makes you edgy and what not. People don't want to die.
But trust me, if you were able to turn on godmode in a horror game - there would be nothing horrifying about the - it's just clever design that makes them good horror games.
TES games will never be horrifying, thats not my point. Sure you could choose to never save before you attempt something - but shouldn't games be challenging, and not just challenging if you want them to be? Thats at least how it used to be - otherwise we might just remove the possibility of ever dying or failing in any way in every game to come.


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