Look, a poison needle trap is the laziest, most predictable trap in the game,
Sorry, I have to disagree. The "pit" is the laziest, most predictable trap in the game. Hence the investion of the 10-foot pole.
and I expect that as soon as a rogue knows it’s there, they’re like, “lol, poison needle. Hand me me something hard.” I’m not going to quibble on the gauntlet. “Well, actually medieval gauntlets blah blah blah…”.
Quibble about the gauntlet? Well, that was part of the OP so seems like an important factor.
Player: “Whatever, Poindexter, point is I trigger it with something other than my flesh.”
Sure, how about your theives' tools? The have "long(ish)" metal picks commonly used for triggering such traps. Player: "
I poke my lock pick into the lock to trigger the trap so I can work on picking the lock safely."
Triggering the trap is not the same thing IMO as disarming. Disarming means by passing it without triggering. Since the OP asked about
disarming, I agree with
@Oofta and posted a roll would be required.
Anyway, in such cases, really
finding the trap is the most important point for a rogue.
This discussion.
Rogue: "Hmmm...something feels off - I'm going to investigate this corridor... [rolls a 23]."
DM: "Ah-ha - you spot a tripwire connected to a swinging log trap."
Rogue: "Okay, I warn everyone not to trip it."
DM: Fair enough. Everyone roll an acrobatics check to not step on the tripwire, but you can have advantage because you know it's there."
Rogue: "...seriously?"
Have you
ever seen on clumsy some people can be???

If not, there are thousands of videos on YouTube, Tiktok, etc.
Lots of factors can come into play:
How visible is the wire (DC 20?) if the rogue spotted it with a 23?
Is the lighting sufficient for other people to see it easily?
What is the floor's surface like? Slippery, uneven, etc.?
How high is the tripwire?
And so on...
The point is (as DM) you ask for a roll when there are
serious consequences of failure. The tripwire might cause a massive collapse of the ceiling, etc. and be a Deadly trap!
Set the DC low, like 5 for "Very Easy". Then with advantage, the chance with no bonus whatsoever for failing is just 4%.
If a player comes up with something, sure go ahead and run with it, but it is really up to each DM individually the exact results (ask for roll or not).