If you're in a standard non-combat (read: less stressful) situation, it's usually assumed that you can "take 20" (if you're familiar with DnD)-- i.e. you automatically succeed to manifest the power.
First, explain to me where you see that assumption in the rules because I haven't seen it.
Second, if you only roll during combat then there are a lot of skills, and a few powers, you will never roll them in combat. I don't believe the intention is that those succeed automatically.
Did you not read the rest of my post?
Succinctly: It's fully up to the GM to decide skill difficulty and circumstances.
Reference: DH1, p184; DH1, p186; DH1, p161; RT p167
In essence, a focus power test failure indicates the psyker was unable to draw the required energy to do it, which may be due to circumstantial events like being repelled by an entity in the warp. (DH1, p161)
The GM decides whether this is the case or not, and how difficult the test would be in the first place. (DH1, p184)
The GM decides whether time is critical, and what happens in the narrative segment of time. (DH1, p186)
As a power example, the telepathy power Reprogram states that a psyker with sufficient time and the malign will to do so may easily succeed at it. (RT, p167)
In other words, if you want to force the player to re-roll the test every literal 5 seconds in narrative time, that's on you.
Deciding that the test is easy, and that he can read surface thoughts by default but must roll to get anything more, is usually more sensible.