Wooden practice weapons get stuck the least, because they inflict kills very rarely. That may not seem useful but they do bust up enemies and exhaust them, and you can use them on a catwalk to force many enemies to dodge away from the trap and into a hole.
If you don't mind rigging up the pressure plates to upright spear/spikes a couple tiles away, they work particularly well for what you want. They do heaps of damage but don't ever jam, but there is the chance they won't hit their target + you'll need to find an efficient way to reset them...
A couple of things to point out:
1) Invaders can get better at weapon/shield/dodge/armor skills every time a weapon trap fails to kill them. Using wooden spears (which often can't penetrate clothing) can eventually make your lucky invaders into Legendary ArmorUser/Dodge/ShieldUser/WeaponSkill Invaders, which isn't as good for your fort as you might like, so if you plan to use the "wooden spears make them dodge into a pit" plan, make SURE that the fall will kill or fatally injure the dodging party, and
guarantee that they can't leave the area except via the pit, otherwise you're just training them to be more effective dwarf killers!
2) Rather than using a pressure plate for a resetting spike trap, just link them to a lever, and put the lever in your meeting hall. There will (almost) always be some idle dwarves nearby, and you can put the lever on repeat-pull to make sure the spikes keep going off over and over. This is the same basic premise for a danger room, but it works with lethal traps to correct invader counts as well. Note that this relies on your ability to keep the enemy in the area - see the "goblin grinder" section of the wiki on how to rig up a confinement area that you can fill with spike traps.
3) In my experience, if the goal is to keep your weapon traps from being stuck, don't overload them. If you use one or two discs/spears instead of 10(!) per trap, the invader is more likely to take a fatal injury (like an amputation or mortal stabbing), stagger a step or two and then bleed out. Then just space out the traps and you're in business.
4) If immediate lethality with minimum reset is the goal, use upright spikes with a lever and 10 steel menacing spikes per trap, bordered by a multilevel Z-level drop if they dodge off the narrow catwalk. Upright spikes (with no lever or plate) should also be placed at the bottom of the drop bordering the walkable area. Foes have a choice: Get impaled up top, or dodge off, fall in a hole, and get impaled at the bottom...
5) Make sure that an enemy who survives the drop is forced to re-enter the area at the beginning, and thence to walk through all of your traps AGAIN. This produces an effect where a goblin keeps fighting the same traps over and over until he gets an unlucky roll, and gets a skewer as a lovely parting gift.
6) Recognize that some foes aren't as vulnerable to amputation or impalement, and consider how you will deal with those.