Of course, most tripwires are near the floor, and all the details can be given: the height of the tripwire, how hard it is to see (most were supposed to be nearly invisible, especially given a DC 20--most PCs would fail that perception check), what the floor conditions are, etc.
Given the situation, the DM can certainly rule "You all make it over with the Rogue's help", OR the DM can call for a roll, feeling the situation (light, difficulty seeing the tripwire, nerves of a PC knowing if they fumble they might endanger everyones' lives, the unevenness or slippery floor, etc.) makes the attempt uncertain indeed!
As I said above, certainly bypass it if you want. Other DMs might not want to. I'm one of those. The chance might be very small, but the risk
if that chance happens is so dangerous that you need to check.
There are times when the PCs need to roll a 20 for an ability check. Is that so "unlikely" that they shouldn't even bother rolling?? No, they still roll, because it
could happen (and is often cool when it does). The low DC traps with high risk is just the opposite position.
Nothing else needs to be required. Stepping over the tripwire avoids it. It doesn't have to be any more complicated than that.
But people can be clumsy (even those who are normally quite graceful). Add in the stress of a possibly lethal trap and people panic sometimes, screwing up when it was the one thing they were trying to avoid.
I mean, people trip, stumble, lose their balance, and so forth when there is really no reason. Sometimes it just happens (albeit--thankfully--rarely!).
Yes. It is potentially deadly. Is the challenge finding the trap, avoiding it, or both?
It doesn't take long to roll, a few seconds if the DM just has everyone roll at once:
DM: Ok, Garth found the edge of the pit. Everyone needs to make a DC 5 Strength (Athletics) check with advantage to make sure you clear the pit successfully.
(everyone rolls)
DM: Anybody fail? No. Ok... moving along.
Of course, all this needs to keep in mind that there is no natural 1 always fails in 5E. So, if your Strength (Athletics) is +4, you don't roll because you (literally)
can't fail.