When you do it, you're setting yourself up for failure. Not all traps require a roll to see, but if you roll for it, I get to set a DC and let you fail if you roll low enough. If you wait for the DM, you won't have failure chances at things that weren't in doubt before you rolled.
Why didn't you initially describe that trap when you described the room? If I auto-succeed, why wasn't I told as soon as I could see it? And, note, an auto-success means that no matter what I rolled, I'd succeed anyway, so, again, it shouldn't make any difference whether I rolled or not.
It's not a punishment. In 5e there is only ever a roll if the outcome is in doubt. By rolling, the player is letting me know that the outcome for this action is in doubt, so there has to be at least some small chance of failure.
But, the player cannot ever determine that. The player never knows if an action is in doubt or not. If it wasn't in doubt, no matter what the roll was, it succeeded. If the climb DC is 5 and I have a +4 climb skill, it doesn't matter if I roll or not, I move half my speed up whatever it is I'm climbing.
Let me illustrate with an example:
The players are in a dungeon, and they enter a room with (among other things) a pile of rubble in it. There is nothing in the pile of rubble, it is just dungeon decoration.
Tom: I search the pile of rubble! (Starts rolling Search check) 20!
DM: You find nothing of interest.
Tom: -But I rolled a 20!
All of this can be avoided if the DM is the one calling for a check, or in this case not-asking for a check. This also avoids situations where a player makes a skillcheck, when the DM wants him to make a different skillcheck, and cases where an action is going to auto-succeed. This can also help the players focus more on stating an approach to their actions, rather than immediately throwing their dice before an action has been properly stated.
Meh, I'm not really concerned to be honest. If I get a 20 and there's nothing to find, then, well, I succeeded but there was nothing to find. Any player who complains about that is being a bad player. And, it's pretty rare that a player is going to use the wrong skill for something. It's not like the skills overlap to any great extent. I search the chest is an investigate check. End of story.
It seems to me that people are far too concerned with nailing things down instead of just going with it and, AFAIC, wasting the table's time. I see the chest, I search the chest. I shouldn't have to wait for the DM's permission to do so. Just do it and move on. Same with talking to the NPC or listening at that door or trying to find that secret door. It looks like, to me, unnecessary steps are being added that don't really add anything to the game. How you find that trap is a lot less interesting than the existence of that trap in the first place.