I disagree, and notably so does The Angry GM.
While the Angry GM doesn't well define what a good trap is and conversely what does make a trap sucky, he does admit that all of this discussion applies only to certain types of traps like "arrow traps" or "lightning bolt traps". He does admit that with some traps it's perfectly fine to not have tells and thus by implication traps that only get spotted if someone searches the right place and rolls well. He admits this because he admits certain types of traps are fun.
And I've discussed this at length at EnWorld for decades now, that the suckiest and most pointless trap of all is one that is randomly in the middle of nowhere and just deducts some one time hit points while nothing else is going on, and it's those traps (which make up the majority of published examples even to this day) that you want to minimize the use of, give tells for, and ideally just not use. There is no such thing as a top tier trap that doesn't create a predicament for the party. Traps that don't create predicaments, that don't result in an interesting encounter or interesting choices and problems to solve are the suckiest kind of all.
An acid trap that does 1d8 damage for 4 rounds is all by itself vastly better designed than a lightning trap that does 4d8 damage, because now at the least there is an opportunity for the party to do something to mitigate the damage and work together as a team. It's not a great trap, but it's at least not entirely sucky. That's one tiny little twist that creates a predicament.
And when Lanefan is discussing traps he likes, he discusses things like chute traps which are the epitome of not just deducting hit points in a random tax while creating a predicament. So, frankly, I think Lanefan understands traps better than The Angry GM.