Yes, works fine. The main obstacle to not having a rogue (or rogue wannabe) is locks, but there's lots of ways around that via magic. Traps can be avoided or absorbed. The only truly dangerous traps in 3e are ones that trigger save-or-die spells, and those can be dispelled.As the thread title asks. How did this go? Were there any siginificant problems. If you were the DM did you modify things significantly (rules and or scenarios)? If a player was it just fine, frustrating, something else?
Do you mean no rogue (aka the class), or no rogue-like PCs?
A quick count reveals 7-8 other core classes with trapfinding, so these should prove equally capable of filling in for the rogue. Nor is It impossible to work around not having a rogue (such as using the summon elemental reserve feat from complete mage to have a steady source of trap detectors/springers).
I did play though CoTSQ without a rogue, but only because there weren't really any traps in the game (the DM even bluntly told us as much when he suggested that the rogue player reroll his character.
Like the other thread except about the rogue:
As the thread title asks. How did this go? Were there any siginificant problems. If you were the DM did you modify things significantly (rules and or scenarios)? If a player was it just fine, frustrating, something else?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.