Yeah, I just think the lever doing that while the trap is still depressed (and thus constantly reset/re-activated) is the bug.
As said; different train of thoughts.
That's a perfectly valid way for a trap to work, but it doesn't reward the player for clever thinking in trying to disable a trap, so I don't prefer that solution.
I think that in some areas there should be somewhat heavy moveable, unburnable objects like rocks or statues which you can move to place on things so they won't get destroyed when hit by fire, or in some instances you could move them to block fireball traps.
They don't have to have big flashing arrows pointing to them, you may need at least STR 7 to budge them, you can make the player work to move them from a different room or 100m farther away, or make them have to pass by the traps at least once, they don't have to be around for every trapped area, but I think those kinds of things placed around will offer more clever solutions to dealing with traps BESIDES "I hope you have a skill that lets you teleport/rush over them" and "No? You'd better stay behind".
***
EDIT: Unrelated to the above, but there's an annoying issue when trying to target surfaces. It's technically not a bug.
Destroyed barrels count as objects you can target, so if I want to target an ooze surface with a flare, or a water surface with electricity and there's a barrel piece anywhere near where I'm trying to hit, I could harmlessly hit the silly piece of barrel with fire or electricity when I was aiming at the surface
You can't do anything with destroyed barrel bits, so is there some way to make them not considered targets?
It doesn't help that Blitzbolt is "sticky" and likes to target people much more than surfaces, making aiming tricky in some cases.