I have to agree that roleplaying is inhenerntly a social endeavour.There are far more rules to model physical activities and less for social activities in most systems exactly for this reason. You can't do one hundred push ups and ask if that can be used to get passed a diplomacy scene, you need some basic 'social' skill to wantto play. And you need a supportive GM and group to help with the fun.
Peopel seem to always put the axis as 'combatant -----> non-combatant when they want to highlight the unfairness of a better RPer playing. However, really there are two sccales. 'Tactical thinker ------> rolls for attack. and 'Socal / creative thinker ---------> rolls for non-combat'
In both carses, a supportive group and some basic interest/compenence seems to be required. ensuring things come down to dice rolling can protect weaker tactical/social players. Ensuring player actions actually frame what the consequences of the dice rolls actually are can hopefully encourage any player to grow their skills with playing RPGs.
Thinking on the old persuassion topic, one idea not mentioned for persuading a player seemed to be in the consequences. not in forcing bennies, but simply pointing out 'ok, you were persuaded...now your character is free to harte the other character.' It's already an accepted part of intimidation. Just because a player badgers another using facts or bargaining doenas't mean they have to like it any more.
If a player decided their character would not do this, but something their character was forced to do it, that can sour the character/character relationship. Like the villain who uses logic to force the hero to do soemthign they wouldn't do - the greater good, the lesser evil. Or like a charatcer that guilts or shames another into an action that they know, later, they'll regret.
Infact, the hatred doesn't have to be after the fact. If a player wants to force persuassion on the tank, can't the tank force his brawn on the talker? Seems a good cinematic moment. The burly hero is smacking aroudn the slimy sneak, while the slimy sneak uses every nasty trick in the book to force the hero to do something unpleasant.