It actually has everything to do with it. Just reading your posts, I get the sense that you struggle with this. Meanwhile, I've never even used it. I also never turned on the loaded dice feature. I'm not adverse to it being there, however, because in the game's SP environment, it has absolutely no bearing on anything I do, or try to do. Since this is the case, I've not been at any of the bonfires, pitchfork in hand, to dictate how others might play their SP campaign. I'm all for more stringent rules in MP, however, and have made that as plain as I possibly can. Just as I never get all that fussed when I read about players that pickpocket merchants, or other NPCs while they're in dialog. Why not? Because I've actually played tabletop, and remember players passing notes to the GM, indicating their intent to do just that, and rolling their checks. So yeah, my curiosity about whether you're save scumming when this tactic doesn't work is very relevant, and very revealing.
You don't understand. I don't save scum. I think Guidance makes success too easy while having no drawbacks or limitations in its use which makes it a no brainer to use every time. It shouldn't be up to the player to choose to play sub-optimally if the game is too easy.
Guidance is a bad mechanic. Save scumming is a choice to ignore the dice and make sure you get the desired result. Those are two different things.