But not literally. Not since my second marriage, anyway. Hey-O!
My OSR games take a bit of a hybrid approach to the extra list of thief skills.
Anyone can hide. Anyone can climb sheer surfaces. Anyone can search for traps. That’s a d6 roll, succeed on a 6, add relevant stat mods if I’m feeling generous and the task isn’t too onerous.
Anyone can hide in a warehouse full of clutter, but a thief can hide in an empty stone walled room. Anyone can climb a cliff face, but a thief can climb anything rougher than a mirror. Anyone can look at the flagstones, but a thief gets an extra “ability check, not role-play” chance to evade. That last one is a bit like a saving throw that kicks in when the player donks his head on the doorjamb ducking through one of my clue hoops.
He missed the tarnished surface of the door knob because he didn’t think to look? A fighter saves vs. poison, but a thief makes his find traps check. Forgot to inspect the floor tiles for hinges? Mr. Cleric plummets for 1d6 where Mr. Thief gets a second shot by passing a find traps check. You get the idea.
What happens in real life is that I announce the trap. The thief found it by Hank or by shank, the only question is whether he found that spear trap by noticing the hole in the wall or by noticing the hole in his chest.
Might not be straight by the book, but it gets the job done. And it’s a lot of fun for the players, either way. At least for the kind of players that you want on the other side of your DM screen, anyway.