I have other issues with the PF2 implementation of trap
detection disabling I find much more problematic. It concerns "non-traditional" traps, for just a single example:
An object haunted by the echoes of a vicious mind attempts to kill someone who comes near.
2e.aonprd.com
The rules have several examples of traps which you evidently can disable by making a mental check (in this case, Religion) rather than to take action with your fingers (Thievery).
How do I (the GM) know this? Because the hazard says so?
But how do the players know this?
I can't get the pieces to fit. First, the trap is hidden until detected. So it's not like the party hears ominous moaning or insane chatter.
Only if the Perception check is made do you get clued in there's a trap at all. What does this mean - that the ominous moaning is so low and subtle it's hard to hear?
And what does it mean for the example trap linked above? It says an object is "haunted by the echoes of a vicious mind". But it tells me nothing of how to present the trap to the players. Does it mean audible echoes? Or does it mean "a disturbance in the Force".
And okay, so the Rogue manages to percept the hazard. But she's not trained in Religion, so I'm assuming she knows nothing of the nature of the hazard. And if the Cleric rolled low on his Perception, he presumably has detected nothing, so how can he know Religion is involved?
How do we go from the "there's some kind of trap here" state, to the state where the Cleric realizes "this must be a spirit I can talk out of existence"?
I have absolutely no idea.
And even if you do realize there's a "spirit" what does that mean? How do you know you can exorcise the spirit just by making a check?! Are players expected to be so meta that they know which spirits that can be dispelled with a mere skill check, which spirits that require a greater ritual, and which spirits that must be bested in combat?
I can find no better way to impart the "roll Religion" knowledge than to... say "you can roll Religion to disable the trap".