And in practice they mean stopping the game to make 2 separate rolls and then move forward as if nothing happened. OR stopping the game to now ponder how, where and why the room is trapped. OR in case of games with disposable PCs, just walking forward, activate the trap, die, and continue with your new character.
The whole "slow the advance" isn't achieved at all, for traps are static and passive, not to mention numerous games can't hande them beyond two skill checks. They don't work as burning resources since... early 80s? When did Tunnels & Trolls came out? It was the first game to acknowledge that traps just don't work as a resource burner>they represent the kinds of defences people have used throughout history
Which are none. Traps are literally invention of pulp fiction and adventure serials
Which brings I guess another aspect of it:
People failing to grasp what roll traps play in those. They serve two purposes when used in your pulp story: either nameless goons die, to show how dangerous the place is OR the main characters are in a TIMED peril and must figure out how to solve the trap, having full spatial control and understanding of the place they are in and how the situation is playing out.
Let's use an example that everyone can handle: Jones.
In Raiders, traps presented are very simple: they kill the goon who betrayed him AND a timed escape route, with a simple "you fail, you die", but main character can't really die - they at best can be in danger
In Temple, there is a case of a timed trap, that will EVENTUALLY kill, but can and has to be disabled prior to that happening
... now try to translate that into a party going through a dungeon and you realise you can't. It will no longer work. You won't impose a time limit (at least not one that would fit), the players in control of their characters are imagining each the scene differently (and they don't even SEE it in the first place) and the more descriptions are provided, the slower the pace