You're assuming that they deliberately chose against (or forgot to consider) making the cutscenes skippable in some circumstances, but I think it's more likely that they can't.
When the unskippable cutscenes were brought in, they also affected the playback in the Unending Journey cutscene viewer.
That suggests to me that the game only has one version of the cutscene stored, probably with the "do not allow skipping" instruction unalterably programmed into it, and it plays the same way regardless of how you access it.
I think it's quite possible that they would have liked to only enforce the cutscenes when playing via DF, and give players a choice in other circumstances - but their own (infamously clunky) system doesn't allow for that to be a variable option.
This may literally be the only way within their pre-existing framework that they can make it be unskippable in any form.
It seems to me that the increased reward is the acknowledgement that they have (had to be) heavy-handed in implementing the forced cutscenes. They are compensating you for the time you are agreeing to spend helping others through it.
I've said in other topics about this issue - in an ideal world where every player was willing to wait until the one person watching the cutscenes was finished, instead of abandoning them and continuing to speed run, there would have been no need to enforce the unskippable cutscenes. Probably 95% of roulette runs would be with other veteran players who also skip and you can all rush through together. Occasionally, by luck of the roulette, you get a newcomer and have to wait for them - and you are free to get out of the cutscene and organise your inventory or whatever.
Because people refused to play this way and voluntarily wait some of the time, the devs decided it was necessary to force them to wait all of the time.
I agree it will be ideal if the trust system can easily be set up to run this dungeon for a first-time experience, hopefully without requiring training up beforehand.



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