When you have an Item Pile that you want to treat as if it is a trap you need to manually manage this.
Have the On Interact Macro fire before the Item Pile is opened with a double click or a choice of a before or after open macro
Tested using other modules to get around this issue only method I can see is to place a tile around the token and use MATT to trigger the dialog for disarm etc of a trap, but the doesn't force the players to do so.
This is possible with macros now - interaction macros now fire when an item pile UI is rendered, and can be interrupted by returning false in the macro
When you have an Item Pile that you want to treat as if it is a trap you need to manually manage this.
Have the On Interact Macro fire before the Item Pile is opened with a double click or a choice of a before or after open macro
Tested using other modules to get around this issue only method I can see is to place a tile around the token and use MATT to trigger the dialog for disarm etc of a trap, but the doesn't force the players to do so.