Again, the lack to me is the absence of z concrete reason they want to interact. If you are relying on "why not pick it up?" you are hanging your results on their paranoia.Did that in the last adventure; they sent the earth elemental after it.
Yeah, but then it makes me wonder about the point of going to the trouble of placing and learning the treasure at all. Why even have a dungeon if the players are going to go out of their way to do as little of it as they can? It's discouraging for me, and probably not as rewarding for them as a place they'd actually engage with would be.
If you put forth a playstyle where the things you hope they interact have clear meaning to the characters, you are less hooked. This is especially true if they if they see potential risks in "inaction."
If later on they see the red laced gizmo they avoided in the hands of other guys from the dungeon they also avoided and that produces results they dont like, maybe next time they reconsider.
After the celebration of them defeating the goblin Warren is over, coming back and seeing the ones they avoided with backup used the items and wealth to exact revenge... different story. Remember, beating Grendel is just the first part of the story. The number of minor leaders who got there by bring related to someone with actual power is quite long.