Pedantic
Legend
That just feels like a need for better explication in the level range. Locks, mundane guards, secret doors and pit traps are not relevant challenges at high levels, and the game should tell the DM that.All of that is fine and good, until you get to the point where padlocks fall off of their chains, secret doors pop open, traps disable themselves, and guards are struck blind whenever a rogue walks past them.
I don't like to use absolutes, but I make an exception for this one: success should never, ever be guaranteed. It's fine for other tables, but it gets reaaaly boring for me. No risk means no tension, and tension is the engine that powers the story.