While the rules might technically allow it, you shouldn't ever use social skills to FORCE an action out of a player - that's like stabbing their agency in the heart (agency is a term used in psychology and game design that refers, essentially, to an individuals sense that they have some degrees of control, and loss of agency has a direct negative impact on people's enjoyment in gaming). What works well, however, is to use those skills to establish a character's perception or emotional response. So, for example, you tell a character that he finds himself feeling that a character that's just rolled a highly successful intimidation test is very capable of rendering harm (or, simply, that he's afraid of this guy). Different characters, however, will respond differently. Some might respond as would be expected, but others might get highly confrontational as that's how they respond to such things. So long as the characterization is consistent, all is good.
And if you think responding to intimidation with confrontation is somehow unfair, keep this in mind: They're probably the only one doing so. That likely means taking on a superior enemy on their own at times.