A lot of older adventures liked to include save-or-die poisons, traps, or spells. I don't like them. Unless it is very telegraphed, where only a truly stubborn or stupid player would fall for the trap, it is unnecessary. There are plenty of ways to endanger a player party without relying on a saving throw to kill someone off. Many of the traps I see in older games seem to be put there just to fuck over people.
In general, I do not like these types of traps because they are not based on a players skill. Instead, it's just a die roll. Players can invest hours into their character, and to take that away from them, just for a cheap GM thrill, is not cool. If a player is really careful, generally does the smart thing, but doesn't notice the hidden trap that will likely have at least a 50% chance to kill him, I call bullshit on the GM.
I prefer to give my players at least a fighting chance. If they do something really stupid, then yes, they deserve what they get. But at least then it's their own damn fault. Having a hidden trap that kills everyone unless they make a saving throw is just spite on the part of the dungeon designer.