I use traps when it makes sense for a trap to be there, and the traps that I use make sense for who might have set that trap.
If you go into a goblin lair, there will be traps that are easy to spot if you have darkvision,easy to bypass once you notice them, need to be reset manually once triggered, and that tend towards crippling and noise making, rather than fatal. They will also not be on obvious thoroughfares (unless they are manually triggered). They are there to draw attention to intruders, and if they happen to kill someone who isn't a goblin, great!
If you go into a demilich's lair, you'll get traps that are very hard to spot, hard to bypass, incredibly fatal and horridly unfair. They are there to make sure that anyone who found the lair dies or is utterly discouraged from proceeding, all without the demilich being disturbed. If you do get far enough to disturb the demilich, expect them to evacuate and leave something nasty behind: you've proven yourself a threat to them, and they've got millenia of unlife ahead of them. No sense risking things.
In between you've got variations based on how competent at using safeguards the normal denizens of the area are (ie - goblins aren't going to have many fatal traps, because the consequences and chance of screwing up are too high, but the demilich literally never walks through his dungeon, so traps can be fatal and easily triggered by accident), what the denizens are immune to (ie - an Azer base is probably full of environmental fire, with some deliberate fatal poisons thrown in, since azers are immune to both, while their foes the Efreeti, are not immune to poison), and how much time, effort and skill at trapmaking the denizens have (ie - azers are highly disciplined master craftsmen, constantly in a state of war, so expect traps).