If a skill is included in the game, it is the obligation of the writers and level designers to make use of those skills.
Certainly, but that doesn't mean that all skills included in a game have to be on the same level of usefulness.
And it also doesn't mean that a character build that focuses on all these "lesser good" skills should still be a viable character.
You can expect some logical thinking on the part of players. There's no point in treating players like idiots who have never played an RPG before in their life.
Even if some people here seem to desire nothing more than to be treated like morons by developers...
I guess it depends on what expectations the game creates in the player.
Sure, if you played a dozen RPGs you probably expect that jumping, climbing and swimming won't be used very often.
But if the game offers these skills and you're new to the genre you might expect them to be genuinely useful skills.
Why would I take climbing and swimming as my focused skills in pen and paper D&D?
Because I could infiltrate an enemy castle by jumping into an underground river that connects to the castle's well, then climb up the rope if the well's bucket is lowered or up the well's wall if my climb is very very high (gonna be a difficult skill check tho cause it's slippery!).
Because I could climb over the wall to enter the enemy castle from the flank rather than assaulting it frontally.
Because I could climb up onto roofs as a thief and break into homes via the chimney.
Because I could escape a group of enemy armored knights by swimming across the river where they would certainly sink.
Etc etc.
The skills sound useful and there are many reasonable applications of these skills that give your character a definitive edge or allow for unorthodox alternative approaches to a problem.
If you put these skills in your game, it's your job to consider the usefulness of these skills at every hand-placed encounter and situation you have in the game. Quest to deal with bandits occupying a castle? You better have various different options to get rid of the bandits and to get into their castle based on the different skills your game offers to characters.
Note that not all approaches have to be similar in difficulty and effectiveness. Maybe talking to the bandits and convincing them to fuck off is the easiest because all it requires is a bunch of persuasion checks and the threat of the army coming to clean them out. Climbing over the walls and taking them out stealthily would be more difficult since it requires both climbing, stealth, and some combat. Swimming through the underground river, then climbing up the well is the hardest because it's harder to climb up the well than over the wall AND you have to pass a swimming check before that, too. But all of these are valid ways of approaching the situation and by offering that many solutions, each dependent on a different skill, you give valid options to all kinds of character builds and you make re-plays more interesting because every character build can approach the situation from a different angle.
What would make a skill less useful, in your opinion? What's the criteria of a skill that isn't as useful as the rest? I mean yeah if there's a basketweaving skill it's obvious that the only use for it is making some additional money for your character to spend and making shitty low-tier makeshift helmets. A sock darning skill is going to be oviously less useful than a chainmail repairing skill.
But what about science and outdoorsman? What about first aid vs doctor (why didn't Fallout just merge them into medicine? lol)?
How would you judge - without preknowledge of the game, just common sense - which is more useful and which less?