Yeah, this leads to gameplay I find quite boring. Fortunately, this problem can be solved by doing two things:
1. Telegraph the presence of traps. Players can’t interact with traps if you don’t give them the opportunity to do so, so make sure players can determine that a trap is present from the description of the environment alone. Don’t gate this description behind a passive perception DC or make the players declare they’re looking for traps and roll to find it, just describe clues to the presence of the trap. Ideally, you want the players to catch on so they can interact with the trap. Failing that, you want them to feel like they at least could have caught on, and to be able to identify why they missed it.
2. When players do trigger a trap, give them another opportunity to interact with it. Instead of just dealing damage or telling them to make a saving throw or whatever, describe something about the trap activating - the click of the pressure plate, the twang of the trip wire, the sliding of rock on rock as a mechanism moves into place, whatever. Then let them describe what they do in reaction. Based on this description, consider changing the type of saving throw to be more appropriate to their reaction, or giving them advantage or even automatic success on the saving throw if it seems appropriate based on their reaction. Or disadvantage/automatic failure, if their reaction would actually make the trap harder to avoid.