There is a difference between hidden doors (and clues) and traps. If you rely on that the PCs succeeds with a detection roll to find a hidden door, then an entire adventure could be over because of a failed skill roll.
Gamemaster's Guide p176
Let the adventurers roll a scouting roll to spot a trap in a room they enter. They can only roll if they actively look for traps.
Then to disarm it, that will probably depend on the trap. Some traps can be disarmed (sleight of hand perhaps), some can only be avoided.