I personally wouldn't call this a problem. If a room has a very similar setup with an identical trap, I don't have a problem with the players thinking "This room is just like the last one." It means they're paying attention. Plus, if you just encountered a nasty trap and then came across a nearly identical situation a short while later, you're going to make doubly sure there's not another one.Nope. Slow Natural Recovery just removes the total-health-refill after a long rest. So players can spend hit dice after either a short or long rest.
This is what I call the OD&D method. It's good if you have a knack for mechanical description. You also need to come up with unique telegraphs for each trap or secret door, otherwise you're announcing their presence to the world.
For example, there are two identical traps in the Sunless Citadel. As soon as I used similar language to telegraph the second one, the players said, "Ah-hah," and knew exactly what was up. So relying on description requires extra work and a lot of creativity.