Suggestion: Dummy traps on Dungeon level 1

With the rewards scaled back the second time and stress amount rising, some players might consider to play dungeons on the old difficulty setting, or go back there once they collected enough dragonite. However, there is still the inherent trouble increase of traps, that draw out fights in some way.
I suggest, on difficulty level 1, traps (and maybe status bonus altars too) should be non-functional, broken or otherwise without influence on the team (“Go Away sign”, “Spooky drawing on the wall”, “Trap activated by the team before you”). They still count as traps in regards of a perfect run, but don’t harm you.