Modern systems tend to come up with some more interesting consequences, so e.g. maybe success is the thing the player wanted to do succeeds as they expected, but failure shades from "Small snag" to "Technically it did work, but..." like from "The target's PA, Betty, noticed you take the key, so now you also need to bribe Betty" through "Our copy won't actually work, we're going to need to keep the original and hope the copy fools them for long enough"
Or maybe we have a timing adjustment, success means that you pilfer the key, duplicate it in five minutes like planned and slip it back, mild failure is it takes a half hour and everybody will need to improvise for those extra minutes, and bad failure is you'll need it all night, change your plans to accommodate that.