Very interesting post. My group is in the tomb right now, playing Pathfinder 2 and using The Alexandrian's version.
The time wasting aspect is definitely visible, and that it's about real-world time and not in-game time. There is nothing stopping you from calling it a day after an in-game hour of non-stop spellcasting and coming back tomorrow.
Another aspect which made a huge difference is the capacity for regenerating HP. There was very limited regeneration in 1e, whereas in Pathfinder, if you're not under time pressure, you can heal back up to full indefinitely. I have tried to give the traps additional effects beyond HP loss.
In my version, I expanded on the idea of the demons that show up when you go astral or ethereal. They also come in after about a day to repair damage to the tomb and reset (most) traps. Resetting the traps is mostly a curiosity, since the players know how they work the second time. But they may actually run into the demons themselves who would not like to be disturbed in their work. That can add an element of danger and dissuade the players from wasting time. Of course they can just rest outside of the tomb, as long as they have actually found the way out.