Previously, I had many groupmates stand around chests, until someone says its locked. So while it might be apparent to you that a chest is locked having run through the quest X times, for someone new who doesn't know the location of all the traps, or which chests are locked, it is massively helpful.
That is NOT how any dungeon works.
You are supposed to not know if the thing is locked till you try to open it.
Why don't I immediately go try to pick locks and doors? Because its a waste of time. You never know why someone might be hanging at a door or chest or trap. It is usually just a few seconds, but some people have gotten offended that I don't automatically know something is trapped or locked. Now that I have locks and trap icons, I instantly do my job without hesitation.
... and the silly lock icon does NOTHING in this regard.
If it is locked and you can pick it, do so.
If it's locked and you can't pick it, move on.
This isn't rocket science.
Yes, the icons are helpful. Yes, it helps teams move more smoothly when new players are part of the group. No, you didn't know why someone would stand around a chest. It might be trapped. Or a door might be trapped. I have picked doors and blown up with a trap in/near the door. I have been blown up by pressure plates around a chest. This is an immense QoL improvement.
Pure rubbish.
In any D&D campaign, you don't know if a door or chest is locked until you actually try to open it.
That's the point of the lock. If a chest is locked and trapped, and someone dies ... oh well, that is an excellent way to learn to keep a rogue in your party.
Putting this silly, childish icon in
this game defeats the purpose of the game and removes any sense of game immersion.
Just get a toggle, and you won't ever have to worry about new players in the game.
Just get rid of it outright because it doesn't serve any real purpose.