10% is huge.
Nevermind the mobility challenges with very high, Hard and Very Hard, DCs. Nevermind the opportunity cost.
Heh, clearly you arent an optimizer.
Requiring investment in both Strength and finesse Dexterity for only agile mobility, is insanely unreasonable.
We will have to agree to disagree. 10% is not "huge."
I have played a rogue that was optimized near the peak of min/max in all things combat. I have played a warlock that went from 1-20 without ever taking a damage spell. I have also played in between - because it fit the character. Neither the DM, anyone at the table, nor myself ever noticed a difference. It is a group game - and by group, I truly mean group.
If it was a solo game, I might agree with you... maybe. But there are a thousand variables, and a tiny 10% in one skill means nothing. This is especially true when half the DCs are randomly set-up on the spot because the DM doesn't have the entire DC suite of athletic and acrobatic skill challenges laid out for all contingencies.
And as for 10%, if you think that is "huge," then you must think Bardic Inspiration, Bless, and Lucky are the most overpowered things in the world, especially since bardic inspiration adds on average, 17.5% at first level. Heck, Lucky adds even more than that. Lucky, on average, equals 25%!
But back to the mechanics. No one notices a 10% difference in a skill. The dice are swingy in D&D. 1-20 = swing. Swingy enough where 10% means little.
Now back to the game, the group game. The simple fact you have advantage/disadvantage, flanking, spell benefits, characters helping you, and DMs willing to work with players specifically supports how little 10% for one skill actually is during play.
If you insist that you need it all without sacrifice, I am sorry, but please re-read my last post. The game is built on making choices that both, hinder and help your character.