@faraday Exactly! We're in sync on this I think.
Social rolls have to make sense, but also have to work within the characters, scene, or setting.
If the bad guy thinks girls are gross, there is no amount of seduction that would make him decide to take the girl back to his room. If your character is a secret service agent, no amount of persuasion would make them take a box from a stranger and put it under the seat of a Senator's convertible.
Since we all like depth and writing so much in this hobby, I don't think that social rolls are a problem, but I think they need to be in proper context.
Sidenote: I've had a LOT of my TT players and some Mushers go the route of oocly explaining their argument and hoping that the justification will handwave the social roll altogether.
"My character is going to tell them that they're a cop and to give them their car"
Roll for it.
"Oh please if a cop told you to give them your car, you would."
Do you have identification? A badge?
"No but..."
Then roll with negative modifiers for lack of looking like a cop, or find some other method like pulling your gun and using intimidation.
I think the above is a good example as to why social rolls are written into systems and shouldn't be handled ad-hoc between the GM without resolution. In some cases social rolls are as vital and treacherous as combat rolls and things like leaping to catch an outstretched hand.