Can't forget the ones that say "Oh, well you CAN'T roll your skill, you have to always 'play it out'. You're not a professional politician IRL? Well, tough. 'Play it out'.". Those are the ones that annoy the crap outta me.
Hell, that annoys me as a GM! I like to encourage my players to play it out, but they're not actors and some of them are really bad at improvising. If playing it out isn't going well, I'll just get them to roll of the dice. On the other hand, if they play it out well enough, I won't bother making them roll a success test. It all depends on the players and what they're happy with (and with what moves the plot forward).
I tend to work it like this:
1) Player states what he wants to to do and starts outlining questions and other interactions.
2) Player rolls appropriate pornomancy pool.
3) NPC rolls to defend.
4) Player gets results of their outline, modified modified by the results of the roll.
After all, the Street Sam doesn't need to know how to shoot in the real world, does he? The Hacker doesn't need to be a real-world computer genius. So why should the Face have to be a real-world social engineer?
The caveat, of course, is that if you ask the wrong questions you'll get nowhere, even with all the Net Hits in the world.
That means that, for example, "I ask him where I can find Tony" with 7 net-hits on a Con roll indicates you sidle up to the guy at the bar and start buying him drinks, getting chummy, and eventually convince him you were friends in high-school, then casually mention you haven't seen Tony in a while. Not only do you find out where Tony is... if he knows... but either way, you'll get the guy you conned as a Loyalty 2 contact until/unless you do something to blow your cover.