And, of course, there's the question of "now what happens when the caster spent that prepared dispel magic on debuffing a magically-inclined opponent before they encounter this situation?" - non-bypassable trap, now, and the party rogue cannot do his job because you specifically set things up so that in order for the rogue to do his job, the party caster had to also add a very specific daily resource.
It isn't always necessary to bypass traps. The rogue could just disable one and take the hit from the other, a barbarian could go ahead and sunder both, or if one of them deals elemental damage a spellcaster could cast Resist/Protection from Energy on the rogue.
In any case, I don't think "getting stuck" should be impossible. Sometimes the party will need to regroup if they want to keep plowing ahead - unless they get creative with the resources they have.
This type of thing is generally going to be a relatively minor shift in spotlight time... but the casters already tend to get a disproportionate amount of it.
There is probably a difference in play style here, but in our campaigns rogues (especially talkative ones) tend to attract more spotlights than most casters.
Actually, the trap cost rules are quite explicit in them being linear for adding more traps.
Ok, fine. Then I could design it like this:
Chain trigger
A magical trap with a chain trigger is connected to another trap so that both go off simultaneously if either trap is triggered or disabled. A trap with a chain trigger requires the casting of contingency during construction. To chain more than two traps, a contingency is required between each pair in the chain.
Now the cost is exponential (N!/2 spells), and there's a good reason they are expensive (6th level spell).