@De-Villefort WoD solved this in v5 by making successes happen on 6+ and the existence of both critical successes, bestial criticals, and bestial failures.
Having said that, the game as a while suggests that there shouldn't be a dice roll required for anything 'rote', such as opening doors, making coffee, figuring out how to use a vending machine, and even safely driving a car from one point to the next.
I don't recommend the use of "competence dice", though, and here is why...
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If you don't have any dots in the skill you need, then you're just supposed to roll the attribute (ex: Int + Occult with 0 occult dice should be an automatic fail OR you can attempt on Int dice alone and get lucky).
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The harsh reality of WoD in both table top and the way MUs handle it is that players will assume specific skills like social skills or academics to be "dump stats" that they can argue with the ST for presumed pass/fail hand-waving. On the WoD character sheets, you HAVE to choose where your character is most likely to fail based on your choices (dot placement) on where you want them to succeed. You're supposed to roleplay those deficiencies, however weak GMs will let a mix-maxxed physical badass with next to nil in social or mental abilities get away with negotiating a truce between the crips and bloods because they're either afraid of what the player will do when forced to "act with their dice pool" or aren't allowed to succeed.
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8+ on a pool of d10s is fucking brutal and was one place where nWoD didn't make the games better. You could throw 10d10 at something and it doesn't truly make it any more likely that you will succeed because each die still has only a 20% chance of success.
tl;dr? Drop the success margin to 7 or 6 on the die, force players to roll anything that isn't "rote", and don't accept "player can Google it so the character shouldn't have to roll"...ever.