Make traps that aren't about being hidden, but are about avoiding them.
The latest dungeon I ran included a trap. All along a hallway, there were massive, purple crystal structures growing from the floor to the ceiling. They were immediately obvious to anyone who wasn't literally blind. There were no rolls required, and there was no time searching for the trap because it was obvious.
The trap, however, was that they were triggered by sound. If the characters spoke too loudly or did anything that made noise, they would explode and deal damage to the players, potentially triggering a chain reaction that could easily kill them.
This turned the characters away from having to do Perception checks every five feet, and instead made it interactive and a roleplay opportunity. How were they going to communicate? How were they going to get the plate wearing orc across? What was even on the other side, was it worth it at all?
All in all, it took them 20 minutes of planning, but rather than it being 20 minutes of "I roll Perception, what do I see?" it was 20 minutes of them chatting in character and planning their course of action, and they loved it. They got to flex their roleplay muscles rather than roll dice, and they got to plan something more clever than "I roll to disarm the trap".
Make it a time investment.
But perhaps you really like hidden traps, and you think you have a particularly good one that you don't want to get rid of. No problem. A character who is constantly searching for traps is going to be wasting a lot of time. This is time that could be better spent hunting down an enemy, exploring the rest of the dungeon, completing their quests, or even resting. They can't do any of those things while they are constantly scouring every square of a dungeon for traps. So, introduce something that puts a time constraint on them.
Perhaps they know their target will be leaving soon, and wasting hours searching for traps means their target escapes.
Maybe a spell is going to cause the entrance to the dungeon to shut in three hours, sealing them in to starve to death, and they need to be quick.
It could even be something as simple as the person who gave them the quest is very picky about time, and won't be in town to pay them for completing their quest if they take longer than a few hours.
If you don't want to do something so strict, you can still punish extreme amounts of time spent searching for traps. Enemies perhaps will know they are outside the door, and the longer they spend searching, the more reinforcements that arrive or the better position they are in to ambush the players as they enter. Maybe enemies have time to sneak up and surprise the players as they waste an hour with their eyes to the floor looking for traps that aren't there.
If you are concerned about the out of game time being spent...
Perhaps your problem is not with the time being wasted in game, but rather out of game. If so, that's easily fixed: just have them roll one Perception check per room or section, rather than every hall and every door.