All of them. There's a mix of traps in each one, with some of the wacky outlandish ones and some of the sensible ones.
Personally I always preferred the outlandish ones, both as DM and player- provides for much more amusement. I also like traps that play on a typical adventurer's response to a trap, essentially using reverse psychology against the victims. I killed a PC with one of those in the very first dungeon I ran for 3E.

Grimtooth, you da troll.
And on the subject of Grimtooth, several of my favorites from the original non-system-specific Flying Bufallo books didn't make it into
The Wurst of Grimtooth's Traps. They're long OOP, but if you can find them somewhere they could be worth the trouble. The sixth and seventh books are the original
Grimtooth's Dungeon of Doom, which made it into
Wurst as the fifth chapter, and
Grimtooth's Traps Bazaar, which made it in as chapter four- so you can pass on those. The earlier books, though (in order,
Grimtooth's Traps, Grimtooth's Traps Too, Grimtooth's Traps Fore, Grimtooth's Traps Ate, and
Grimtooth's Traps Lite), all have worthy things in them.