Maybe accept some people just don't want to engage much with certain pillars to get to the part of the game they find fun. Let them roll (as the outcome is uncertain due to low player input) and move on. A filed roll might still get the clue, just make a mess, noise, or take longer.
I fully accept that. I'm just describing how I like to play.
I'm
not telling you, "Maybe accept that some people want to engage with the world and they like all pillars? Stop just asking them to roll dice like it's a board game." You play the way you want. I'm just describing how I like to play, with people who also seem to like it (when they can get over their ingrained habits).
As no one here is an expert in trap construction/disarming, it's all pointless faffery, often where the DM thinks they are conveying one thing, and multiple players are drawing multiple different conclusions. Do you force someone to describe their swordthrusts? I mean, most of us know about as much about fighting as traps or searching for hidden compartments.
None of us are experts in combat, either, but we don't resolve combats with a single die roll.
Sure, picking a lock is a tricky case. But LOTS of devices and locks and traps are larger and more complex. "I pound a stake into the hold I think the arrow will come out of?" "I'll try to estimate how much the idol weighs, and fill a bag of sand to the same weight, and as I take the idol I try to put the bag back really quickly." Whatever.
If you just say, "Yes, it's a trap" that won't work of course. But if you describe the trap, players will think of clever ways to disarm it. And if they are clever enough I, as DM, won't even make them roll.
But, if you rather just play so that it's, "It's an arrow trap." "I rolled a 23 on Disarm." "Ok, it's disarmed." Go right ahead and be my guest.