I can't see this being all that possible, tbh. Traps are generally elegant event systems. I don't know if you can just make something like that plug-n-play. Personally I can only see this being possible if you find a way to contain event systems which often include multiple map events and then having the script move them specifically to a random location. However, this is bunk since likely there are areas on the map that the player literally can't walk over and therefore the trap is useless.
A different solution, I think, would be to design your trap, copy/paste it in several convenient (or rather inconvenient) locations, then assign each trap a number through variables. Then when the map loads or the player is transported there have a Parallel Processed map event random a number then turn itself off. Have each of your traps only work if the variable is that trap's chosen number. That way only that trap will be active and the other 4 or 5 you created are off. If you wanted it to be different every game play, then make that event turn itself off permanently, otherwise, make the Parallel Processed map event reactivate after each return to that map so that it picks a new number each time thereby activating a different, or more randomly, sometimes the same trap again.