There are circumstances which could result in being unable to botch. Remember that if your chance of success is at least 91, you never botch, and if it's at least 100, you never fail.
Let's say you're an ordinary guy with maybe a 1@7 BRA. You know a bit about computers, so your Tech bias is 11@ something. On your first attempt at making rice wine, you roll a 01, so you obviously succeed and acquire the skill: 1@1 Ferment Alcoholic Beverage T8@1. This means you have, at baseline, a 50% chance of successfully creating a second alcoholic beverage by fermentation (17 + 22 + 11 = 50).
But wait! That's "at baseline," and it turns out that baseline, in this case, is distilling fuel-grade alcohol. In the skill description (page 129, I think, or thereabouts), whiskey, rum, and the like get sit-mods of up to +25 (depending on the proof and things like that). Your referee might decide that rice wine is so simple it deserves a +30 sit-mod. Having the perfect equipment for the job, along with having the ingredients pre-measured for you by someone else, might be worth an additional +10.
Doing the math again, we have a well-equipped, well prepared amateur with a 90% chance of successfully distilling rice wine - that's a 1% chance to botch, by the way - at 1@1, with only a so-so BRA. Notice that if he improves to 1@2, that botch chance vanish. Notice also that he could have learned the skill at 1@2 or 1@3 and never have had a chance to botch to begin with.
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What you can't have is a skill that says, "Use me, and even if your chance to fail is 2000%, you won't botch." That goes against fundamental properties of the system.
(Not it unless it also says, "of course, even if your chance to succeed is 200%, you won't succeed either.")