That is the point ...
World around you is suppose to stop and act only in its turns ... so you can manage your moves.
If you are at end of your turn (especialy in COMBAT), and the world is keep working in real time ... you have litteraly no way to manage anything, since you are out of movement, out of actions ... and few moments later out of health.

Wich is certainly not corect, even for the most trappest traps that ever trapped.

There are many hazards in the game world that don't throw you into turn-based mode so you can deal with it. Walk across an area burning with fire, or walk across a pool of acid, and you're going to take damage. Time doesn't stop.
If you trigger the gas and fire trap in the Dank Crypt sarcophagus area, the flaming bolts will continue to fire until you press the right button or get the hell out of the trap area. You don't go into turn-based mode. So the Guardian trap isn't even the only one in Act 1 that works this way.
Just think of traps as an environmental hazard like surface effects. It's not an "enemy," so it doesn't automatically throw you into turn-based combat mode.