The problem with requiring 3 checks is that even if your PCs have a 75% chance to pass each check, they only end up with a 40% chance of defeating the trap.
Let's not exagerate. Slightly over 42%, not 40%. .
That is a primary reason why I allow some checks to be passed passively (no roll required there) - and as noted some traps only really require 2 rolls as you bypass, not disarm, them in my system. You can also manage the difficulty with different options for some of these steps. However, PCs do find themselves having to make decisions when dealing with traps in my games.
DM: (After determining the passive perception of Gregor is enough to spot the trap) "As you're walking down the hallway Gregor notices that one of the stones in the ground is slightly raised. It looks like it might be part of a trap."
Gregor: "Probably a pressure plate. I check it out. What check do I make?"
DM: "You can try to use an investigate (int) check to logic it out with no chance of setting it off or a thieves tools (dex) check to try to manipulate it without setting it off to see how it works."
Gregor: "I have a lousy investigate - Marvolo - you're smart. Do you want to check it out? I can help - so you have advantage."
Marvolo: "Yeah, I'll take a look. I ponder this odd stone... 16 and 18."
DM: (Checking her notes on the trap - A DC20 was required to logic it out on investigate without manipulating, but only a DC13 for the thieves tools check): "Yeah - it is a pressure plate, but you're not sure if there are more, or if there is something else to the trap."
Gregor: "OK, I'll poke at it with my tools. Marvolo will assist me with a help action."
Marvolo: "Uhhhh, let's have Meepo do that. I'm going to go around the door and get cover."
Gregor: "..."
Meepo: "Uhhhh... ok."
DM: "OK, Meepo gets right up there and helps Gregor to manipulate the trap while Marvolo hides around the corner."
Marvolo: "...and nibbles on cheese."
DM: "...and nibbles on cheese."
Gregor: "17 and 8 on those checks."
DM: "You're able to lift the plate without setting it off and peak beneath it. There is a pair of vials that will break and mix their contents if you set off the trap. It looks like it'll release poison gas. That will be blown into the room through cracks in the floor. It'll go through the entire hallway."
Gregor: "Can I disable it?"
DM: "Maybe. It doesn't look too hard, but you could also just drop it back down into place and walk around it."
Gregor: "We'll go around. I put it back into place. Wait a second - do I see any evidence there are more of them?"
DM: "Nope. You don't see any others."
Gregor: "Here's hoping there are not any I missed. We go ahead."