I suspect that this issue probably goes back to 2015, but additions to base-game content and the Year One Extermination Event has probably caused it to resurface. While working through the Thieves Guild story line, players run into various traps and face three choices: trigger them, neutralize them, or circumvent them. Many traps seem to have weird instancing, though. In some cases (trip-wire type traps, for example), a player disabling a trap leaves it disabled for another player coming behind them, at least for the short time before it respawns. Other traps, however, can get triggered by a leading player, but remain active for the trailing player while also not being visible as traps for the trailing player. Annoying in some cases (overhead collapses, for example), but deadly in others (exploding poison jars, for example). It would probably be a good thing to get this addressed and patched BEFORE U50 brings in a new Thieves Guild story which will be prompting players to complete the original story line before tackling the new one.
I'm fresh out of outrage, but I could muster up some amused annoyance if required.