Simple skill checks create boring systems, it's like if an RPG combat system was all about comparing your and enemy skill numbers, and the higher number automatically wins. So yes, dialogue definitely needs to be "gamified" more to be brought up to par with combat and exploration and puzzle solving as an actual gameplay element. How to do it is of course more up for debate, personally I am not a fan of Oblivion/nuDeus Ex dialogue systems. I would prefer dialogue gamification brought about by basing dialogue on game knowledge and logical decision making myself. How many RPGs have in-game books, or encylopedia like NPCs, divulging all that information for either nothing or "flavor/atmosphere"? Well imagine if in addition to that, learning all that stuff would let you talk to NPCs more effectively.
You talk to NPC A, and he tells you something and you read previously that this is not the case, so you can deduce that he is either dumb or full of shit, and adjust your dialogue with him accordingly. Or NPC B tells you some nugget of information, which you combine with what NPC X told you yesterday, and use the combined nugget to crack open some mystery you read about in Book C. I realize this would be challenging to implement, but after decades of passive dialogue, it might be time to experiment with this stuff.
That's exactly what Kingdom Come: Deliverance did in one of my favorite quests ever: Madonna of Sasau, part of A Woman's Lot dlc.
The quest is an investigation into religious visions of a woman, who because of thilese visions stands accused of demonic possession by the inquisition.
First part of the quest is investigation - you PC talks to the accused and the witnesses, visits libraries and reads books on the matter (provided he can read, of course and has proper understaning of theology!), can also engage in corruption to change the testimonies.
The second part is the trial itself, in which the PC defends the accused in front of an inquisitorial court. This is basically a series of checks but they check everything - your PCs speechcraft, his relationships with numerous characters, past deeds and information he managed to collect for the case. You, the player choose dialogue options, but they (and chancees of success) are shaped by how you previously engaged with the game.
As a result it becomes a very engaging duel with various fail states.
I really hope more devs follow this great example in creating non-combat gameplay.