I've had two separate entrances for ages--one an "airlock" type for caravans and migrants, one a fake entrance to tempt sieges. Depending on what I want to do with the fort, the fake entrance (which has a real passage to the fort, but one that can be easily closed off at will) may be trapped, may contain the military, or may be a water or magma trap. In one fort I used a pit and a forgotten beast made of stone until a lucky shot lopped its head off; after that I used war giant jaguars. I like to try different things.
And I don't think traps are "for pussies". Designing trap setups takes some thought. Caged squad leaders grouping their squads around them, weapon traps getting stuck, reloadable traps; timing pressure plates and bridges; handling the fluids in a drowning or magma trap--all of that you've got to use your brain to do. Different enemies behave differently too, especially flyers and building destroyers. Sure, once you get the setup right, it's child's play to sit there and watch it go off, but designing it isn't exactly something that's so simple that you'll do it right your first (or even tenth) try. Even a field of cage traps requires you to deal with the animal haulers going out there mid-siege to drag the filled cages in, or if you stop them from doing that, then dealing with the possibility that your ten-deep trap field will have ten goblins trapped in a line, making a path for the fifty goblins after them to get in. You can atom-smash things, but not very large ones. Bridges have delays on them, and different enemies move at different speeds, so you have to deal with that too. The only way I'd be calling somebody out for using too many traps is if they're using the exact same boringly simple setup every time.