Unfortunately, I'm against it too. The message is supposed to reflect the PC's thoughts, and if they don't know of the trap, there's no reason they would think differently at trapped and non-trapped doors. The game should not just hand out information that the player isn't supposed to have access to.
Except perhaps if the "at all" part, which corresponds to being trapped indicates that the door seems absolutely impenetrable, and your character gives up on kicking it down. But
1. The door being in impenetrable is in fact untrue;
2. There's no good reason a trap would in and of itself make a door more stable (and I also don't think the chances of kicking it down are actually any different in-game). Actually, if a trap is supposed to injure someone, you wouldn't want to make it impossible to activate; unless you just want to prevent them from entering, and trap is just an additional layer of protection.
So all in all, I agree with Harkila that the "at all" differentiation should be removed too, or made less reliable (though if I'm being honest I'm not entirely sure how the format of these messages behave at this exact time either, not paying much attention to them usually, and generally avoiding kicking down doors if at all possible).