I don't use these "Oh, you open the chest and are hit by a blade for d4 points of damage which is poisoned with a d10 poison", because such traps always bored me (as a player, but mostly when being the GM).
I think this kind of trap has ist merit, too, if implemented right. That has been said before in this thread: make the trap obvious enough that
careful players don't fall for it blindly, but instead face the challenge of first identyfing the trap (which I would handle
mostly without dice) and then disarming/circumventing it (which can be handled by dice rolls in many cases, especially with mechanical traps - after all, scouts have talents to help them with that - while others are better handled by magical means or pure description).
If you would like to incorporate traps of attrition, DS provides means for that other than simple hit point damage. Exhaustion points come to my mind, or spell-like effects. But I agree, these traps are not to everyone's tastes.