If you think about it, what are traps really doing? They're hurting you and taking away some of your health. Sometimes they might curse you or hit you with another debuff. In rare instances, they are used to make combat encounters more interesting - do you spend the time and effort looking for and disarming traps, or can that same effort be spent fighting enemies directly and eating an extra fireball? This is when I like traps most, but sadly also when they are least used.
In CRPGs, generally trap detection is extremely boring. It teaches the player to save scum, because every room and every chest could be trapped (and probably is). It teaches players to use a rogue, because rogues need to have a reason to exist other than backstab. It teaches players to be cautious, which is good, but not so much if the only thing being cautious is good for is to avoid traps. It teaches you that you won't get all the loot if you don't have a means of dealing with traps.
If you don't do these things, then you take some damage, which means you have to waste some time or other resources getting healed up again. If your game does have a component where this time is valuable or where resources are scarce, then traps can make sense, because it's effectively a non-combat limitation on progress through a level. Sometimes it is actually used to provide interesting alternatives - for example, do you take on the enemies or navigate a trap-filled corridor instead? But if you have, say, a regenerating health system, traps have basically no function whatsoever other than to maybe give you busywork and some bonus XP for disarming them.
There's also the distinct storyfag problem of enemies inhabiting locations which are completely stuffed full of traps. Holy shit, that would be pretty fucking dangerous if your floor was fitted with camouflaged bear traps all over the place! The traps would be a bigger hazard than a deterrent.
In other words, I'd say traps should only really be utilized in designing interesting combat encounters, when providing possible alternatives for the player to complete an objective (sneak past the guards, fight, or disable the traps?), or for simple lore/story reasons (a big vault full of valuables probably would have a trap or two in it). The trap detection method isn't really a big deal one way or the other, it's how they're used that needs to be analyzed.