I disagree with this. Failure can mean that the obstacle is not overcome. Doing it the way you suggest means that obstacles are not really obstacles and the conclusion is already decided with the roll only determining details. To me that's like going into a combat and knowing the you're going to win--the rolls are just made to determine how stylishly you do it, and defeat isn't really an option. My style of play has failure and defeat as very real possibilities, and I wouldn't enjoy a game that didn't.
And in most cases I would absolutely agree with this. But this was, from the beginning, an example made to illustrate the "fail this roll and the adventure stops"-type of situation. If this door we're using as an example was tangential to the whole adventure, if there was nothing of essential importance behind it, I would treat a failed skill check as a failure to open the door. But if the single clue that will move the adventure forward is behind the door, then you as a GM need to ensure that a failed check doesn't mean everyone has to pack up their dice and go home.