That's because you are not a crafter per se.

Crafting is important for people who DO enjoy it.
So if those people like crafting, why do they need a XP-carrot attached to it in order to craft?
You're statement contradicts itself.
This I do not understand. Why does it matter? IF you enjoy picking locks, do it. IF you enjoy smashing them to bits, that should be okay too.
Play BG2, play Knights of the Old Republic 2, heck play Deus Ex: Human Revolution.
All good examples why "give XP for task like hacking/lockpicking/taking mines" are EXTREMELY bad.
EDIT: If people reload their game upon finding a key, since they rather hack the door to get the reward than using the freaking key... you should know you failed as gamedeveloper.
There is no choice if the choice is XP/absolutely nothing for the exact same effort. Not to mention the hilarious BS in KOTOR2 that every major minefield is not an obstacle, but a massive XP-boost. Gamedev wants something, gamemechanics wreck it to bits.
So yes I say again; "No... just... no!"
The point is that it's more rewarding to do things when you are (at least nominally) getting rewards for accomplishing things. You know, like in real (tabletop) RPGs.
Problem of the "modern generation"... they don't want to do anything without getting an immediate reward. Lockpicking a door to enter a room... entering the room is not enough, the lockpicking needs XP too. Crafting to get better items... no, not good enough, needs XP rewards too.
And no, I cannot think of any good tabletop DM that rewards you for doing menial things to progress the game forward. Especially if those are COUNTERING the entire premise of the game, namely choice, by making one option XP-bonus and all other options nothing. Does that fit a game which gives you half a dozen tools to solve a problem like Original Sin.
Do I hear a No?