As all things in rpgs, communication is key. I've gm'd a lot of GURPS 4e games, and played in quite a few, and detect lies tends to be one of those skills almost everyone gets. There are a few reasons why it won't be as problematic as "Detect evil" could be in some DnD games.
First, uses of detect lies are opposed by the acting skill of the speaker. And even if the speaker doesn't have the skill you still will fail your roll every now and then. Thus, you cannot use it to reliably catch good liars, and might fail even catching bad liars. If your whole party has the skill and you all roll, then success is much more likely, but that's a different problem.
GURPS is a system where degrees of success matter. If you win the quick contest of detect lies by a small margin, most GMs won't tell you exactly what the lie is, just that you are pretty sure that the speaker was not being sincere. I'm not aware of any rule for where the gradient should be, but "knowing exactly what was true and what wasn't" is quite clearly a complete success, that I'd only give on a 5+ roll. So in mystery games it can add a new dimension to the investigation, especially if the rolls are made in secret so you're not aware of any botches you made (or simply manage to willingly incorporate in your investigation information you, as the player, know is false).
Finally, what to me is the main problem in this scenario is responding to every statement by any npc with "I roll detect lies". On one hand it's the right thing for you to do as a player to maximize the use of your character skills. On the other, it can be annoying and slow down the game. I think almost any satisfying solution to this problem has to come from the GM side. Here's what I've done:
When a roll to detect lies is likely to succeed, make the lie obvious when roleplaying your npc. Look away, stammer, use "mmm" a lot or whatever mannerism you think fits the npc best. The players tend to catch on rather quickly, and then you don't actually need to roll to make the skill useful.
Try not to have too many back-and-forth conversations where the player feels like anything can be a lie. Obviously in an interrogation this won't be possible, but for that:
Roll at the beginning and then only for any specific important statement. That's the best balance I found between "roll once and forget", which can be too swingy for my taste, and "roll at every sentence", which can be tedious and unnecessary.
Roll in secret at every sentence. This is a solution I don't really like, but in convention games or whenever there are disagreements and your players insist you should roll every time, this is the less obstructive way to do it.
Finally, two things. Even in a murder mystery, you aren't likely to suspect every single word by any npc. This is a bit campaign dependent, but try to only roll when necessary, not just to "make sure" on irrelevant information. And, when in doubt, communicate. As you've seen most solutions to this tend to come from the GM side, so tell them your problem and they'll hopefully take action to accommodate you. And if you suspect your fellow players can be bothered by your use of the skill, ask them for their opinion in a neutral, non-accusatory way. If the end result is "we don't want detect lies in our table", then redistribute those points with your GM's permission and take note of this for the next session 0 you participate in.