As a dm I tell players not to beat around the Bush there characters May have better ways to say it but at the table just say "I'm down x hp " if you want to say more in game great but just say the up first
Look each to their own. Some dudes prefer zero roleplaying, shallow character backrounds (I'm an orphan with no family and no motivation to be a murder hobo) and strictly optimal choices from a game mechanic perspective, and have everything resolve via a roll of the dice:
Player: I search the door for traps. Rolls.
DM: The door is traped with a fireball. DC 20 to disarm.
Player: I disarm the trap. Rolls
DM: You succeed.
That playstyle annoys me personally. I prefer;
Player (of Borgo the Halfing Rogue): What does the door look like?.
DM: It looks similar to the other doors in the dungeon, although unlike the rest, it has a key hole.
Player: (in character). This looks suspicious fellas, stand back while I check it out. (other players describe where they are moving to and actions they take, such as crouching behind a shield).
Player: I visally inspect the door first; then I try and peer through the keyhole.
DM: (noting the trap is triggered by tampering with the lock) Ok -make me a perception check... with advantage... Great roll! OK Borgo, when you peer into the keyhole you notice soemthing that should not be there. A small counterweighted lever that seems to be attached to both the lock itself and the key.
Player: I want to investigate this lever. Is there a way I can open the door without setting it off?
DM: How do you intend on doing that?
Player: I get out my thieves tools and lay them on the ground next to me, telling the other characters to stand waay back... this door is trapped!
Player of Fighter named Bob: (in character) Never Borgo my good mate - I'll always be at your side! (Moves up to the Rogue, to use his shield as cover for Borgo to hide behind, shielding the halfling from any traps that may spring out). The DM, noting that Bobs character story involves his own fear of failing to protect of the weak, awards inspiration to Bob.
Player: Does my thieves tool kit contain something that I can hold the lever in place while I poke around in there to see whats going on?
DM: Yep - a pair of pliers and a long narrow probe.
Player: OK - i use the both of them to see if there is a way I can open the door without setting it off. (Rolls investigation; narrowly fails).
DM: You cant figure out a way to open it without setting it off, but you do notice that it appears to be linked to some kind of rune scrawled inside the door mechanism. You remember from your childhood that it seems to be Elvish for 'flaming explosion' or something of that nature.
Player: Crap. Ok Do I think I can disarm it?
DM: (noting the Rogue has expertise in thieves tools) Yep; youve disarmed worse in your time. How do you plan on disarming it...
And so forth.
I encourage my players to treat the world around them as a real and mysterious place, and reward creative thinking. Thats not everyone's cup of tea I know, so its really a question of personal preference.