Never give the +5 for advantage to run of the mill guards and such.
Unless you actively want to screw the players over.
It's simple. Either you allow the party rogue a roll or you don't.
If those guards really can't be bypassed, then why roll? Instead simply tell the rogue player he can't hide or sneak here, and move on to resolve combat.
But don't make the roll and give the player a 50% chance or less.
That's entrapment, pure and simple. At least be upfront. Say you think it can't be done to let the player know his hero will probably be unheroic if he does try.
Much better to simply drop that particular strategy and let the party plan something else.
Because you do intend the party to succeed, don't you?
If all you want to accomplish is set the party up for failure, you're not playing the game the way I do, and I can't help you or your players..