Some things are glitchy when copying and this especially applies to activators. If I want to look at a vanilla set-up I do it without my esp active, work out how it's been done then put everything into CK next time I open the esp. I also rarely copy anything from a vanilla cell and when I do it's only a collection of statics and I have the filter on the render window set to only copy static items. COC is handy for testing if all the static objects look right but it's never any good for testing things like actors.ītw, I would never duplicate things in any vanilla cell. that allows everything to load correctly.
I like to do all testing by using the load doors into the cells. You say you've tested in the warehouse cell. I know this isn't much help, but I can't see why it won't work. Mine is buried some way into the floor (more than half of the height is below ground). I don't know how fussy they are to how they are positioned. They don't need to be linked to or from anything and don't need any activate parent either. I've just checked my version and the vanilla version and I didn't need to alter any other script properties.
I just put it in and it worked (Killed my level 50 test character). I made a new version but just because I wanted to alter the damage and the levelling data in the script without touching vanilla traps. Those traps should just work when placed in CK.