I think that if you're playing a game in which a significant goal of play is the back and forth of investigating a dungeon using conversational modes between the players declaring actions and the DM responding with a clear hierarchy of Landmark -> Hidden -> Secret knowledge, you must have Tells of some sort. As noted above, Dr. Jones instinctively notices certain key tells that traps might be present, and then puzzles them out. THat's the sort of vibe this style of gameplay is trying to hit on.
You also generally see this style of play in rule-systems that deemphasize discrete I See Things skills or the like, or those are a fallback with a good chance of failure compared to being curious and poking at the environmental descriptions. An example from the Tomb of the Serpent Kings is the first door. It's complicated, it has things to look at that lead to new information, it gives hints that something bad is happening when you mess with it, you can say that examine the ceiling and probably notice the hammer, you can get clever and see the results without getting smashed, etc.
You also generally see this style of play in rule-systems that deemphasize discrete I See Things skills or the like, or those are a fallback with a good chance of failure compared to being curious and poking at the environmental descriptions. An example from the Tomb of the Serpent Kings is the first door. It's complicated, it has things to look at that lead to new information, it gives hints that something bad is happening when you mess with it, you can say that examine the ceiling and probably notice the hammer, you can get clever and see the results without getting smashed, etc.