I’ve dug around in some of the other questions from when they were active. It seems you had to attach them to trees, and couldn’t put in bait to lure creatures, so I suspect they just weren’t very useful.
IF we decide to add them back in, maybe as part of a trapping overhaul, I could see some of the following:
small trap, made from the crafting menu, can be loaded with bait, functions like a fish trap for small animals (up to racoon, dogs questionable)
Large trap, made from construction menu, converts small trees into a trap that can be reset that can hold human sized (possibly moose sized) creatures
Requires: Large trap kit (made on crafting menu)
Deadfall trap, made from construction menu, converts large trees into a one use trap that does massive damage (drops a tree on them)
Requires: Large trap kit, tool with wood chopping, kills the tree
Following this paradigm (crafted trap kit + constructed trap) Lots of other possibilities open up, from grenade tripwires in door/window frames to the once ubiquitous shotgun trap
Basically they only worked if you were nearby and only if animals actually wandered into them, as a result they were basically useless.
They need some code similar to the fish traps to be useful, in fact a very similar system would work nicely.
If you think like a trapper, it won’t work, because animals don’t move in realistic ways in the game.
Also I doubt we’ll ever make them do so (actually follow game trails around or whatever).
What we could do is have game traps (as opposed to booby traps) work like fish traps, and optionally have “game trails” and other signs of habitual animal movement (like deer beds, bear dens, etc) visible, particularly if you have enough survival, and give a bonus to trapping if you set your traps correctly relative to those signs.