I think a lot of Dungeon Masters like traps. They’re a classic part of pulp fantasy and the genre and are fun for keeping parties on their toes. Plus traps are easy to justify in a 5000-year-old crypt than other guardians; even undead should be naught but dust.

Traps unfortunately fall into three big categories. You have your obvious traps, your gotcha traps, and your monster traps. In reverse order, monster traps are the kind most common in 4th Edition, where they replace a monster in an encounter are just act as complication for that combat. Gotcha traps are hidden and out of sight and just come out of nowhere. You’re just walking down the hallway and BAM! poisoned arrows. In this respect they’re the most realistic in that the whole point of traps is they’re not noticed.

Then there are obvious traps. The gold statue on the pedestal. The chamber with the checker-board floor. The hallway lined with statues holding sharp halberds. Or even the room with the pile of decapitated explorers. The question isn’t so much if there’s a trap but what is the trap and how you set it off. And that’s so much more interesting.