This feels like a setup to poke holes in any specific example I give, but sure.
Let’s assume a poison needle trap. If I planned to use poison needle traps in a dungeon, I would probably first introduce the concept early on by describing an open, empty chest with a needle jutting out of the lock and a skeleton (the regular, dead kind, not an undead creature) next to it. I would also have some descriptive detail that differentiate chests with needle traps from un-trapped chests. Maybe trapped chests are iron-banded and un-trapped ones or not. Let’s go with that.
I don’t plan out solutions, just challenges, so there are infinitely many approaches players might take that could detect the presence of a needle trap in the lock of an iron-banded chest. Earlier
@iserith described their players shining a light through the keyhole and looking inside for anything unusual. That would certainly work in my game as well. Another approach might be to use a tool of some sort to carefully probe for a mechanism inside the lock - that would probably require a Dexterity check, with failure resulting in setting it off. Feel free to suggest an approach you might take, after having seen an iron-banded chest with a sprung needle trap in a dungeon and later coming across another iron-banded chest in the same dungeon, and I’ll let you know how I would adjudicate it.