I just went looking for the text of the old house rule in the archives but can't seem to find it.
If I remember correctly, there was definitely a tone of "Persuation, the Gift, gives you bonus traits and nothing more." I'm pretty sure that the driving force behind the rule, though, was to assert that the Gift, Persuasion itself didn't do anything else, and that it's use wasn't going to "make you more likely to win" subsequent social challenges in any way other than the sum of any bonus traits achieved. The Gift doesn't make your words any more influential, rather the Gift gives you traits for a leg up on trying to make your words more influential. And, if I remember correctly, the rule came about because of a number of people's interpretation of just the following portion of the Gift description, as if it were itself a complete statement:
In addition to the game-mechanical effect, your words are more influential
than usual...
And so we added a rule. I don't think the intent was ever to discourage (and certainly not to prohibit!) good roleplaying of the social challenge. The actual outcome of the challenge still comes down to two players and their traits.