Is that 1-tile wide trap corridor a winding path instead of a straight one by any chance?
In that particular case, yes. In other examples I've experienced (there's usually
somewhere at the entrance of my fort that is one tile wide for protection from kobolds) it may be about four tiles across. I can think of one example from an old fort, so I'll draw it up for you...
WWWWWWWWWWWWWWWWWWWWWWWWWWWW
W..............W...W.......W
W..............W.W.W.......W
W...............SW.........W
W..............W.W.W.......W
W..............W...W.......W
W.....WWWWWWWWWWWWWWWW.....W
W.....W..............W.....W
W.....W..............W.....W
W..............WWWWWWW.....W
W..............WDDDDDW.....W
W.....W........WDDDDD......W
W.....W........WDDDDD......W
W.....W........WDDDDD......W
W.....W........WDDDDDW.....W
W.....WWWWWWWWWWWWWWWW.....W
I've colour-coded this just to help me explain things. The main fort is down the left-hand side, the fort entrance is down the right-hand side. Up top you can see a green S and a few red dots - the green S represents my kobold detection method - a restraint with a mule or other pointless animal chained to it, and the only way into my fort was through that, with the red dots indicating possible squares where kobolds could be detected by that restrained animal. If I had lots of goods that needed to be taken from the trade depot (highlighted in yellow), the dwarves went right around, including having to go through the little kobold trap, and when I had quite a few dwarves, I experienced a lot of lag.
However, if I were to remove the pink walls of my kobold trap, or the orange walls beside my trade depot, THEN get my dwarves to gather lots of goods from the depot or from outside, no lag is experienced.
Like I said, logically what you said makes sense and as a budding programmer myself I whole-heartedly acknowledge that, but for some reason logic is tossed out the window here