Traps were always a mechanic which I found problematic in cRPGs - they just don't translate well. Theoretically traps in BG3 work similarly to stuff like Arcane games or Gromrock - but interacting and avoiding traps in clunky top-down view isn't quite the same as doing it from FPS.
In this way, it doesn't matter if YOU know the trap is there. Your characters have to see it to disarm it. If they don't, you can't go that way without triggering the trap. You might have to either forego whatever the traps are protecting or tank the damage.
I think that Larian games are far more player driven, then character driven - a desire to give
player options is pursued, rather then thinking about what a
character we made should or shouldn't be able to do. Not that I approve of that, but I am just making an observation.