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Edit to add: in Act 3 there is a legendary staff that you can only get by passing an Arcana check. Just as an example - sometimes the skills are just for role-playing but sometimes they are really useful.
After the skills I mentioned, you have the others which get used less often. Unless if you're a Bard, I don't think Performance gets used for anything other than busking. Religion probably gets used the most of the intelligence skills followed by Arcana and then History. Failing an Arcana or History check normally doesn't result in you missing any content but, IIRC, there are a couple of plot critical Religion checks.
Almost nothing in the build arena for BG3 is 'flavor'; it all has use. The key is that in order to know if any *would* be of use, one needs to know what the build is going to be and what the goal of the build is going to be.
But, in BG3, nothing in your build is permanent (except race and such), so feel free to experiment. :)
Above all, Have Fun!
It's similar to Persuasion and Slight of Hand. One character in the party should have it if your main character doesn't. Perception is a skill that's good on almost everyone, but if you walk past something chances are that at least someone in your party will have a successful roll.
History and Religion can mostly open up certain dialogue options that don't really lead anywhere most of the time. Take it for that if it's something that interests you roleplaying wise. Investigation is nice to have, but not necessary. There's always a way around it. Nature is not that useful.
Some knowledge checks are proximity based so every party member will roll for them. Having them personally just helps with some dialogue. But none of them are as useful as Persuasion or Sleight of Hand. I used those two constantly.