Pay attention. The issue is that it makes Lockpicking a waste of Ability points if every single random chest is unlocked or has a key. If all Lockpicking is going to be is just a time-saver for finding a key, then it's better to just delete the Ability and have only a lockpick item (which comes in 5 qualities) required for use.
It's not a waste when you can use it instead of having to find the key. Sometimes, as the tavern locked doors show, you can't acquire the key if you didn't have the right tools. Let's not forget that we haven't seen the later game stages, so who knows, maybe keys are very hard to come by.
I get that it's sad that the ability stands, right now, more as a "time saver" tool than a real one, which is why I suggested merging it with a potential disarm ability. Or get rid of the lockpicks system, and lock a looot of things, Baldur's game style. Or fallout style, lock things you can't unlock without undertaking some kind of quests or having to charm the person holding the key.
I was refering more to secondary playthroughs, though, where you know all the keys location and know that indeed, you can do without LP. The first run, you may still want some points in the ability just in case... The second, or even third, you will focus on boosting your character.
And last, it's nice to have the ability, at least for potential modding

(quote]Yes, there are a few places in Cyseal which have no key around and which require lockpicking. That's fine, but there's nothing outside of Cyseal. That's not fine.[/quote]
As mentionned, we don't know the full extent of the game yet, so this will have to stay on hold !
That spell only opens magic locks, and it is working as intended.
Oh, alright. That's what I thought. Your original sentence made it confusing. You meant "destroying" with a spell rather than "opening" then ?