My players like to roll dice.
I let them.
If it is something harder than simple and they fail, then they can roll again in most cases, costing them time.
"You got distracted and entered the wrong number/misspelled a command"
"You got butter fingers and the tool slipped."
That sort of thing.
If it is harder, or they have limited skill, then a setback occurs... like in their second game where their Driver zero guy is attempting to maneuver a wheeled van down a muddy dirt road with large ditches on either side at normal street driving speeds.
Into the ditch. Everyone piles out gives combined strength checks, get showered with mud and the van is free.
OK, roll again. 2. Right into the ditch on the other side. Two years later, that character STILL gets ragged on over it.
Or they are in a chase in a grav vehicle. They fail a roll. Another vehicle comes at them out of nowhere - collision alarms blaring - roll with Dex mods to avoid it, and then roll to require the target. If the roll was really bad, then maybe that was an accomplice of some sort, or lackey paid to distract a tail that got spotted and positioned in advance somewhere the target could lead the players. Then they have to contend with THAT first.
If there are no REAL consequences, then it depends on the mood at the table and how close to time to pack it in for the night it is.
If you have the time, and there is an opportunity to introduce external tension, even if YOU know it is only cinematic window dressing, let them think their bad roll almost doomed them.
In a nutshell, if your players love rolling dice, let the dice set up situations for additional role playing that you hadn't considered before.