Traps are a bit of a special case because they suffer from pushing difficulty classes in two ways. Traps are designed to have higher DCs than the normal level chart, for some reason. Then complex traps count as a same-level creature when building an encounter. But a "standard" encounter against same-level creatures are against two foes, so if you're going to have a trap as the thing in an encounter it will be level+2 which means even a hyper-specialist is in big trouble. An 8th level character would max out Thievery at +19 or so (+14 Master, +4 Dex, +1 Item), and a level 10 trap would have a Disable DC of 32.)
This is potentially true if you have one character versus a full level+2 hazard, but encounters are meant to be for a group? So we can assume a group of people. Just for fun, I'll use my containment specialist wizard as an example. She's level 9 wizard and professional dancer, so has good dex, but only trained thievery, so +15 (+11 Trained, +3 dex, +1 item). Nowhere near a specialist.
If she's handling a trap in an encounter, it'll probably be level 9 -- the bottomless pit hazard (p524) has a DC of 28, so I'd need a 13 to defeat it. The level 11 trap on page 525 has a DC of 28, but I'd need to be an expert to try it -- if I was, though, I'd only need 11 to defeat it. Jumping all the way to a level+3 trap, that's a DC 32 and needs me to hit a 17, which is above my pay grade,
But for DC 28 trap at level+2, where I need a 13 (ignoring the expert requirement); what are my chances of defeating it?
Naively, 8/20 or 40%. Not great, but not unexpected. But at this level I can get a heroism or a nudge fate or some help to make me only need a 12. It's rare an ally cannot add me, so I'll take another +1 bonus ¾ of the time (assuming someone like me was assisting me), so it's an 11 -- I'll succeed 50% of the time.
But wait -- I'm a magician. Is there any spell that can help me? Why yes, I can cast Diviner's Sight as a focus spell -- effectively free if I can wait 10 minutes after, otherwise a minor cost, to get two rolls for that 11+, so now I am going to succeed 75% of the time.
But here's the real kicker -- if I fail, nothing happens. The trap doesn't trigger and I can try again! So if the trap is the only thing I have to worry about, I can make as many 2-action disable checks as I like until I either succeed (rolling 11+) or critically fail (rolling 1).
So, for good dex character with minimal training aginst a level+2 trap, if they have no magical assistance they succeed if they can roll 11+ before they roll a 1. And I can always hero point if I'm super-unlucky!
PF2 traps are dangerous only if you don't notice them, if you are in a time-critical situation, or you fail to understand how to disable them. Otherwise it's just a question of how long it takes to disable them. And even if you critically fail your check, you are taking about half your hit points in damage from the trap and that's pretty much it.