But I think part of the design is to find that key to open said chest or door or lockpick it if you have the ability, part of the multiple solution design philosophy.
Which is fine by me. I hate getting stuck and having to look up a guide to tell me what I missed so one of my guys (or gals) will indeed have that skill maxed or near maxed.
I don't mind multiple solution options, especially for quests, but even the locked random chests I find hidden away have keys nearby.
For me, multiple solutions to generic locked chests means "bash it open", "magic it open", or "lockpick it open", and in some cases - not ALL cases - "find the key to open it". If there is ALWAYS a key around, then you don't really have multiple solutions, you have ONE solution - "find the key to open it".
The problem is magic costs nothing to break open a chest. Bashing a chest open costs gold (to repair weapon). Lockpicking costs a lockpick AND ABILITY POINTS. If I'm going to spend precious, limited Ability points on something, then I need something worthwhile for the cost. If every locked chest and door has a key, then it's a waste of points I could use on other things. You may as well just scrap the Ability entirely and replace it with 5 qualities of lockpick item instead.
(I don't mind lockpicks being consumable as long as you can find the damn things somewhere.)