To take a look at traps, we have to take a look at the overall game as well and what is fun and what isn't.
A spike pit in the middle of a hallway in an abandoned tomb: Either a useless waste of time or DM cruelty. You can use that spike pit to set up 3 scenarios, though. #1, the kobolds in the lair don't know the party is coming. The trap is set off and they gear up and take defensive positions and start harassing the PCs with little hit-and-run tactics, or the trap is discovered and disarmed/avoided and the PCs reap the benefit of a getting deeper into the lair before the kobolds can mount a better defense. #2, the kobolds in the lair are already expecting the PCs. The trap is set off, a PC is stuck in the pit while archers jump out from the far side and bruisers from behind the party try to push more PCs into the trap. This set up allows the party to avoid that trap by disabling or avoiding the spike pit and thus be at less of an advantage to the kobolds, or by discovering the ambush and turning it to their advantage. #3, the spike pit trap isn't in the hallway, it is in the big room up ahead and isn't hidden. This is not really a trap, it is tactical terrain. The terrain belonging to the kobolds, they are more ready to use it to their advantage, but the PCs can just as easily turn it around and throw kobolds in.
In those 3 scenarios we have to ask, what happens in a party with a rogue and what happens without the rogue? After all, we don't want to MAKE anyone play the rogue any more than we want to MAKE someone play the cleric. Let's assume 4 PCs and the 4th PC might be a rogue, or might be a 2nd fighter. The rogue has less hit points and armor than the fighter, so the correct trap is one that deals damage and hampers the 2nd fighter to the level of the rogue that avoids the trap. If you don't set it up that way, you are punishing the party for running without a rogue, which means you are setting up a "right" way to play.
Next, the harder part, is defining who overcomes these traps and how. In older editions, the thief had to take care of traps and locks and wasn't too great in combat. The problem with this setup is that if there are no traps or locks, the thief (rogue) player is punished for playing the "wrong" character. In 3rd edition, the rogue was useful in combat, but not against undead or constructs and that could also punish him for playing the "wrong" character. Then there's the problem of, what if the rogue doesn't or can't find the trap? For instance, if the trap is a bunch of unmarked pits in the middle of a combat area, and the rules require the rogue to actively search to discover them, there is no way the rogue can do his anti-trap job in the middle of combat. That would punish the rogue character again.
So, I see the middle ground as way to always have every character be useful. If you have no rogue, you have to suck up the extra damage but you can because the hit point or healing pool is bigger. If you have rogue as a primary class, he has to be able to use what makes him a rogue always. If the rogue is going to have a sneak attack feature, it has to always be available. Not necessarily every hit, but you can't have whole groups of monsters immune to sneak attacks. If the rogue is expected to make trap encounters go easier, then he has to have a way to deal with traps always. That means he has to be able to spend his action or part of his action in the middle of a combat tossing a leather cloak, dead body or his backpack on a trapped spike pit square and rendering it normal terrain at least temporarily. He has to neutralize traps that there is no way of easily disabling. To mechanically disarm the pressure plates activating the poison darts is tedious and boring. To roll a shield along the lip of the trap in time with you running across the room such that the darts all hit the shield is much more epic.
Traps are good, but only if you have designed the entire game taking them into consideration. The assumed goal, I would imagine, is that the game is always fun for everyone.
Of note, see my post in the "Your 5E" thread. I would handle at least part of the difficulty with rogues by making the skill-part into a secondary class with the dodgy, mobile, sneak attacking part being an unrelated primary class. If you take both of these as your primary and secondary classes, you might want to take something like "Tomb Raider" as your tertiary class. In that system, you could also have a fireball-slinging wizard for your primary and still take the roguish skills for your secondary and then your tertiary might be something like "Arcane Trickster".
A spike pit in the middle of a hallway in an abandoned tomb: Either a useless waste of time or DM cruelty. You can use that spike pit to set up 3 scenarios, though. #1, the kobolds in the lair don't know the party is coming. The trap is set off and they gear up and take defensive positions and start harassing the PCs with little hit-and-run tactics, or the trap is discovered and disarmed/avoided and the PCs reap the benefit of a getting deeper into the lair before the kobolds can mount a better defense. #2, the kobolds in the lair are already expecting the PCs. The trap is set off, a PC is stuck in the pit while archers jump out from the far side and bruisers from behind the party try to push more PCs into the trap. This set up allows the party to avoid that trap by disabling or avoiding the spike pit and thus be at less of an advantage to the kobolds, or by discovering the ambush and turning it to their advantage. #3, the spike pit trap isn't in the hallway, it is in the big room up ahead and isn't hidden. This is not really a trap, it is tactical terrain. The terrain belonging to the kobolds, they are more ready to use it to their advantage, but the PCs can just as easily turn it around and throw kobolds in.
In those 3 scenarios we have to ask, what happens in a party with a rogue and what happens without the rogue? After all, we don't want to MAKE anyone play the rogue any more than we want to MAKE someone play the cleric. Let's assume 4 PCs and the 4th PC might be a rogue, or might be a 2nd fighter. The rogue has less hit points and armor than the fighter, so the correct trap is one that deals damage and hampers the 2nd fighter to the level of the rogue that avoids the trap. If you don't set it up that way, you are punishing the party for running without a rogue, which means you are setting up a "right" way to play.
Next, the harder part, is defining who overcomes these traps and how. In older editions, the thief had to take care of traps and locks and wasn't too great in combat. The problem with this setup is that if there are no traps or locks, the thief (rogue) player is punished for playing the "wrong" character. In 3rd edition, the rogue was useful in combat, but not against undead or constructs and that could also punish him for playing the "wrong" character. Then there's the problem of, what if the rogue doesn't or can't find the trap? For instance, if the trap is a bunch of unmarked pits in the middle of a combat area, and the rules require the rogue to actively search to discover them, there is no way the rogue can do his anti-trap job in the middle of combat. That would punish the rogue character again.
So, I see the middle ground as way to always have every character be useful. If you have no rogue, you have to suck up the extra damage but you can because the hit point or healing pool is bigger. If you have rogue as a primary class, he has to be able to use what makes him a rogue always. If the rogue is going to have a sneak attack feature, it has to always be available. Not necessarily every hit, but you can't have whole groups of monsters immune to sneak attacks. If the rogue is expected to make trap encounters go easier, then he has to have a way to deal with traps always. That means he has to be able to spend his action or part of his action in the middle of a combat tossing a leather cloak, dead body or his backpack on a trapped spike pit square and rendering it normal terrain at least temporarily. He has to neutralize traps that there is no way of easily disabling. To mechanically disarm the pressure plates activating the poison darts is tedious and boring. To roll a shield along the lip of the trap in time with you running across the room such that the darts all hit the shield is much more epic.
Traps are good, but only if you have designed the entire game taking them into consideration. The assumed goal, I would imagine, is that the game is always fun for everyone.
Of note, see my post in the "Your 5E" thread. I would handle at least part of the difficulty with rogues by making the skill-part into a secondary class with the dodgy, mobile, sneak attacking part being an unrelated primary class. If you take both of these as your primary and secondary classes, you might want to take something like "Tomb Raider" as your tertiary class. In that system, you could also have a fireball-slinging wizard for your primary and still take the roguish skills for your secondary and then your tertiary might be something like "Arcane Trickster".