That only happens with a bad roll system, a bad DM, or both.
A well designed roll system make sit incredibly unlikely that your character will outright mess up something they’re supposed to be good at. And a good DM will avoid making your character out to be a total idiot with no input from you.
Even in traditional RPGs like DnD, there’s actually no such thing as a critical failure. The closest is rolling a 1 on an attack roll, where the attack automatically misses, but it doesn’t mean you impale yourself or anything (Though far too many people introduce crit fails like this, which I absolutely despise as it rips control of your character away and makes you look completely inept). Rolling a 1 on a skill check still results in 1+Skill modifier rather than just auto-failing like most assume.
Unfortunately, the “critical fail” houserule is so common many people assume it’s an actual rule until I point it out. And it’s NOT a rule in DnD for very good reason. Critical fails just aren’t fun. I feel rolling a 1 and missing an attack is already punishment enough, as that’s a whole round more or less wasted for most DnD characters. Same applies to RPPvE events, rolling a 1 is bad enough, I see no reason to ‘punish’ people further for just being unlucky on the dice.
In RPPvE I much prefer a well designed roll system and a smart DM to pure emotes, which can be problematic for the DM to track and you have to put a LOT of faith in players for it to work (Very few will willingly lose a fight this way, or even get injured). A roll system that handles characteristics and attributes properly, but without bogging down the roleplay, can help respresent character strengths with a significant influence on rolls, but still leave the slim possibility of failure on the table. Nothing is a sure bet with dice involved and that makes adventures less stale to me, without rolls in events my groups would just win over and over because nobody wanted to lose ever. Which is just Zzzzz.
Plus I really like expressing my character strengths and weaknesses in tangible, mechanical effects, rather than just saying they’re super strong/smart but aren’t very smart/strong.
In RPPvP… eeeeeh. Really depends on the other person. Usually I prefer to (very quickly) assess and agree with the other person which character is more likely to win, then agree on a set number of emotes and focus on putting on a show for spectators rather than be concerned with winning or losing. If we can’t agree on an outcome, settling for a tie works pretty much always. Otherwise I prefer using PvP. I dislike using rolls in RPPvP since it means a fight could end up being overly lopsided and frustrating for either side. And it allows for complete bull
like a random human farmhand being able to best an Elite Death Knight just because the dice said so. While the farmhand might get a lucky hit in, it’s pretty much immersion breaking for them to win, let alone beat the DK 5-0 in “HP” due to rolls.