Teleport traps and teleport rooms are classic tropes for both dungeons and wizard towers. You enter the room, you get teleported. In old school dungeons typically without a saving throw, and sometimes without even realizing what happens as the target area looks the same. Often the range is limited to somewhere nearby, more like Dimension Door than like Teleport.
In a DM designed dungeon, the DM or adventure author just puts in the teleporter, and it works. Magic!
As a player character wizard, I can create a permanent Teleportation Circle, although it will take me a year and a small fortune in consumed components. But that is still not a proper teleporter. It seems Glyph of Warding does not work with Teleport either.
The ideal teleporter would not need any active intend by the creature teleported, just stepping into the area (or touching an object) should be sufficient to trigger it. It would be useable as either a trap -- e.g. teleporting a thief into a dungeon cell, over a vat of acid or outside -- or a fancy elevator. (This answer doesn't do either for 5e.)
Outside of off-label use wish, how could a player character wizard create a permanent short-range teleporter for their tower?