Such a book would need to be much broader than merely a 'book of traps'. Traps are fairly narrow and are perhaps even more personal than monsters.
I would buy a well thought out 'Book of environmental hazards' which dealt with starvation, dehydration, malnutrition, wind as a hazard, heat exposure and its remedies, cold exposure and its remedies, forced marches, sleep deprivation, hazardous plants, molds, slimes, diseases, infections, toxins, paracites, fine vermin, falling, drowning, sufficating, micro-gravity exposure, food poisoning, getting lost, pressure sickness, the bends, crushed by falling objects, rock slides avalanches, breaking through ice, volcanos, earthquakes, hazardous waves, currents and tides, navigation hazards, hazerdous radiance, quicksand, naturally occuring arcane hazards, etc.
The core rules for environmental hazards could use reexamining and list of natural/dugeon hazards need large expanding from just yellow mold/green slime. You could throw in some variant vermin and vermin swarms for good measure.
Something like the environmental books of 3.5 only without the narrow focus and large amounts of useless fluff and material that filled up so many later 3.5 books. Give me something more simulationist so that I can use the same rules for PC's of every level. Give me a toolbox that is heavy on the crunch, and I'll supply the fluff.