If players are being a bit obtuse, resist the temptation to teach their characters a lesson within the game, because it'll almost inevitably backfire. Sometimes—such as here in this comic—it won't matter too much in the big scheme of things.
But the game should be a game - fun for everyone involved, first and foremost. If a player's playing style isn't quite a match for the rest of the group's expectations, handle it with a frank but sympathetic discussion away from the gaming table.
Commentary by memnarch (who has not seen the movie)
Aha, it was a proximity sensor that opened the door up, so these are probably more like curtains to keep random passersby from looking in. Not a great design for living quarters under a bar. Could be pretty cheap though, especially with the noise over head. Hmmm; having said that, I've also been assuming that Kanata lives here rather than just using this place as a store room for some of his stuff. Not sure if that'd solve more questions that it'd raise, but I should keep assumptions like that in mind all the same.
And here the GM really stepped in it. I could see a few different ways the GM could rescue this part of the scene. The first is to take one roll for each sense and go with only those sense rolls for this scene to just get on with it à la snake swinging. The second and more dramatic option is to go through a few of Pete's trap checks before inquiring how much time Rey's willing to spend on trap searching. Then proceed to throw a few other aliens into the mix that BB-8 will either need to deal with (to make this not all about Rey) or have Rey risk getting interrupted and set off these probably nonexistent traps.
Commentary by Keybounce (who has not seen the movie)
[Keybounce's comments will appear here when received.]
GM: You tripped the proximity sensor. It’s an automatic door.
GM: The chamber beyond looks like a store room, cluttered with old, disused items.
GM: It smells musty, mixed with some exotic spice you can’t identify. Feeble light filters down from recesses in the ceiling.
Rey: BB-8, stand guard. I’m going in.
Rey: I slowly inch forward, checking the ceiling and walls.
GM: <roll> While you’re busy looking at the ceiling and walls, you step on a sharp stone. <roll> 1 damage.
Rey: Damn! Careless.
Rey: Okay, I stop and make a full visual sweep. Listening for any mechanical or electronic noises. And I sniff for any change in the smell before every step.
GM: Hrmmm... this could take a while. Can I retract that damage?
Rey: Too late now!