Im sory, but i have to say that i dont like it ...
For one, it seems like invisible change ...
If i pick lock on some chest, and get exceptionaly good roll ... and then there would be some extra reward, i would never think "HA! I just lockpicked this so well, so another 200 gold coins materialized here!" ... i would just think "Hey, good chest.".
For two, it doesnt make sense from narative perspective ...
Yes, we dont "know" (unless its our 107th playthrough) what is in any chest until we open it, but its really weird to have different reward based on your roll.
For three, consisency ...
When i roll for lockpicking ... what i expect is lockpicking result, so any "oh and also you noticed another bag nearby" ... no i didnt, or at least i should not ... i was focused on lockpicking and if there is something to notice, that should be separated-perception roll. :-/
But i dont think it have to be necesary bad idea ...
Back in the days when lockpicking actualy consumed our lockpicks (i must admit that im not entirely sure, but i believe it doesnt anymore) there was an idea that nat 1 should make the lock stuck > therefore make it unlockpickable (unless you reroll using your inspiration) ... nat 20 should make our lockpicking so perfect, that we would not even damage our tool ... and everything in between would be normal, aka abowe DC > unlock for the price of lockpick, under DC > dont unlock AND loose lockpick for trying.
I liked that idea much more to be honest.