Let's first go back to discussion about traps. The first problem is that even if not harmful random traps are just too random. They make the game world look like a random generic place which I think it not good. Then Numeron said something interesting: "even damage traps can be used to get monsters to walk over when chasing the player."
Then why monsters can't set traps for the player, making the same mechanism work against the player? It's because setting traps is hero exclusive. The traditional or high fantasy design is based on the myth of hero, who is some way more gifted than anyone else in the world. In fact this design is familiar from the first computer games like Pacman who can eat pills and use the magic power of that big special pill. And how about Link from Zelda-series? He can use the master sword to beat evil monsters. That design is like a lock and key, they both must exist.
But what if the hero didn't have any special skills? It would pretty much also remove the lock or high fantasy evil & big monsters. Well, maybe not if there are other ways to defeat them, but I guess it requires more original design and therefore rarely used in games.
One of the important hero exclusives is magic. It's probably the most commonly used exclusive and that's why many role-playing games can't be won without magic. Sometimes wizards become more powerful than fighter characters, because magic in entire form is hero exclusive. Some monsters can use magic, but it's usually restricted for tactical reasons, so that the player can prepare for the spells and have a key for them.
The obvious problem in low fantasy is then how to make the player character survive in the first place? It's an interesting question and from my point of view it's so much better than following the same old road of high fantasy. Everything feels new and you can expect to have gameplay balance issues that need to be solved in some clever way.