Thats mainly cause traps aren't built like that anymore, they are meant to work like a combat encounter so players can react to the trap in intiative.
How about
Lock Trap - lvl 1 trap
A needle hidden in the door is sprung when the door is opened, the needle is coated in a potent poison
Lock Trap - +7 vs Reflex; Target person who opened the door.
Hit: The target is imobolized (you could make him stunned or include ongoing poison damage depending how nasty you want to be) (save ends).
Effect: The door opens wide.
Perception DC 20 to notice.
Thievery DC 20 to disarm, 3 Success before 3 failures - 3 Failures means the door handle drops off on the other side alerting the monsters.
Lock has AC 15 and 10 hit points with resist 5. Bashing the lock will likewise alert the monsters.
Better Lock Trap - lvl 5 trap
The door contains a small reservoir of gas that is linked to the lock, the gas is pungent and makes peoples head spin, after suffering its effects the poison gets into the targets body poisoning the target from the inside.
Better Lock Trap - +8 vs Fort; Close Blast 3 (away from the lock).
Hit: The target is slowed and dazed (save ends)
Aftereffect: The target takes ongoing 5 poison damage (save ends).
Miss: The target is dazed till the end of its next turn.
Effect: The door opens wide.
Perception DC 24 to notice.
Thievery DC 24 to disarm, 3 Success before 3 failures - 3 Failures means the door handle drops off on the other side alerting the monsters.
Lock has AC 17 and 15 hit points with resist 5. Bashing the lock will likewise alert the monsters.
As i mentioned at the start, you must use these in conjunction with things that means there are consequences, like monsters attacking the disadvantaged characters or guardians summoned from the chest as well. Its no longer just about rogue vs the trap, the trap and its consequences should involve the whole party, whether its giving the victim a save or having to deal with the threat that the trap set off.