Rogues are no longer an essential part of a party in 5e. The same is true of other previously thought "essential" classes as well (like the Cleric for example).
Previous editions provided Rogues/Thieves with unique abilities to find traps, stealth, and opening locks. None of these abilities are unique anymore.
With a Criminal Background, any character gains proficiency in Thieves Tools as well as proficiency in the steath skill.
Finding traps is usually now done with Investigation (Int) or Perception (Wis), in both cases, other classes are as good or superior to a Rogue.
The Rogue does have the ability to gain expertise in select skills, allowing them to have a larger bonus than otherwise possible, but this too is not unique. A Bard will be getting more expertise skills than a Rogue of equal level by level 5. Humans can take a racial feat providing expertise. However, even more importantly, expertise is simply not required. Rogues simply aren't the best at most "thief" style skills.
Opening locks: Any character with Thieves Tools can open a lock. For particularly tough locks, nothing beats the knock spell, though a Knowledge Cleric can get a definite runner up there.
Finding Traps: Depends if it's an investigation or Perception roll, but generally I like either Clerics/Druids or Wizards for this one.
Removing Traps: Once you know what a trap is, circumventing it requires no particular skill, and Rogues have no special abilities in this regard.
Stealth: If you want someone good at stealth in the party, Look to the party Ranger or Druid - they can make the whole party better at stealth than a Rogue.
Basic Dungeon Crawling Tactics: This is a function of playstyle, not class. Technically, I would suggest none beat the Wizard in the number of tools available for this kind of thing, even without spell slot expenditure. Right from level 1.
Not dissing Rogues here. Rogues have lots of interesting abilities and options, but the idea they are somehow irreplacable, in almost any situation, is not the case.