The thing is, while combat rules aren't all that realistic, they are compromise because the players cannot possibly replicate combat any other way. Yet social interactions, since it's just talking, can be replicated on the game table. That's why combat rules are needed but social rules are not.
Count me in this camp as well. The argument "what about unsocialized nerds wanting to play smooth-talking orators?" has always felt flat to me. It's like saying, "what if someone who isn't athletic wants to play soccer real good?". If the game we're playing is a tabletop simulation, then sure, let's roll using the "soccer skill". But you don't get to roll or use a mechanic if the game is, you know, soccer.
At some point, we have to decide what skills the
game is testing for the
players. If player skill isn't involved in a dominant game pillar, then it the players might as well be computer simulations instead of actual people.
To the OP, I'd say, skip the explicit meta-currency as well the deus-ex-machina. Instead, let natural social consequences be the
implicit currency. Just make sure it's meaningful and has expressly concrete manifestations.