I agree that worrying about "nitpicking" X action vs Y action in terms of time isn't that productive, but I do think a more general "time to complete a room" can be useful in scenarios where time is actually a factor.Worrying about time in most non-combat D&D situations to me seems rather pointless and I don't feel as though the game needs to add it in.
Aka already a standard size room takes 10 minutes to go through normally. That's looking for traps, searching for stuff, being on high alert. So the players go through about 6 rooms an hour as a ballpark. So if the players know a ritual is going to go off "any time now", maybe they go at high speed, 1 minute per room..... but now don't get any trap detection check, would be surprised on an ambush, etc etc.
That kind of time choice I do think can be good for the good, again nothing too detailed, but a general "time consumption baseline" I think would be good.