This is quite an important issue in my eyes so here we go:
Hazards will kill you on low health. There is no way to escape them, as they literally suck you in. To me it seemed most strange that anyone would programm this to be that way - maybe it was just that the knockback is always against the direction you face? So I went and testet it. A friend of mine even uploaded a video to demonstrate what I mean:
http://youtu.be/jAiTFPlaqIo
Obviously this is stupid. That has nothing to do with increased difficulty or with pathfinding. When you get into a spiketrap and get your shield up in time, you should not be forced to either abandon your shield or be stripped of it. Also, when crossing one of those traps being knocked back does only keep from getting to the other side until you get damaged, after which crossing it is no more a problem, because you're invulnerable for a moment.
Right now a traps damage field looks like this:
IT'S EVERYWHERE
No matter where you face the damage source is evenly spread, making the direction you are moving to the immediate next source of damage. That is what knocks you back as you are walking "against resistance", just that this resistance is wherever you face.
What I want to see is tiered "resistance":
Spreading from the center
Hence, if you try to walk INTO it you get pushed back. BACKING OUT will not be hindered.
This applies not just to spikes, but every floorhazard.
So I would walk pass any trap with any shield now? Cool story.