Just my experience. It's very common for folks to make dramatic speeches, or impassioned admonitions, trying to convince other PCs of their position or steer them to a certain course of action, but not roll Persuasion, or Socialize. This happens at meetings and at social functions and even in scenes just between two PCs. It's pretty common for folks to make threats or prod with questions without rolling either. I generally don't have an issue with these sorts of things, RP is RP, after all.
But it can be frustrating, too, and sometimes ends up feeling like a drag.
If Steve makes a badass, dramatic speech, full of rich rhetoric and frightening analogies in order to convince Gwen that they should go along with his plan to deal with the rival gang, and do things the way he wants to... only for Gwen to give an equally dramatic speech about why they should go with HER plan, but one that isn't nearly as convincing, doesn't really acknowledge his points, and just sort of undercuts what he says with its defiance without actually holding a candle to it in terms of articulation or reasoning... that can be lame. Realistically, Gwen would realize that Steve is right and play ball. But Gwen's player, even if she doesn't have the chops IC or OOC to argue with him, doesn't want to lose, and she wants to get the last word. So then you get nine poses back and forth of Steve nailing her verbally, making his point very clearly, and RPing well, while she is just obstinate but posturing as though she's got the same level of righteousness and maybe even thinking OOC that what she has to say is just as valid. Eventually Steve just gives up and fucks off.
If you've seen Breaking Bad, you might recall the infamous scene where Walter White says that HE is the danger, HE is the 'one who knocks'. Imagine if, in that scene, his wife wasn't frightened and appalled. If instead, she smirked and lit a cigarette, and delivered a soliloquy of her own, but it was not really relevant or capable of refuting what he said. So he gives another speech. Then she does. Finally, Walter's given no fewer than 7 badass declarations that give you goosebumps to hear, and his wife just smirks again, quips, and leaves. I know you've experienced or witnessed a scenario like this on a WoD MU.
Some RPers don't like to lose, don't even like to appear vulnerable or shaken IC, or to be convinced of something by someone they dislike and only want to come to their own conclusions ICly. When you dispense with using social skills to negotiate these discussions, they are able to indulge themselves in this way, which is empowering to them as players at the expense of what I'd consider a logical or consistent story. That's an issue of collaborative storytelling, sure, a feature far more than a bug. But why create more latitude for that kind of behavior? Doesn't compute, for me, personally. All of that said, so long as everyone in a scene is more interested in telling a good story and playing their characters accurately than 'winning' or giving themselves badass clout tokens, you don't run into these kinds of awkward scenarios. Unless you have other ways to incentivize that sort of good faith RP, though, I think eliminating social rolls altogether is of more benefit to folks that like to be obstinate than players that want to collaborate.