@rpgLord69 is correct.
If you want to be able to simplify this so that copy-pasting is easier, in the move-route drop down list of events, select "this event". Now whenever that move route is copied to a different event, it will only affect the event it has been copied to.
However, keep in mind you really, really don't want a lot of parallel events, so if you
are copying the event a bunch of times for every single spike trap, then you are probably doing something wrong.
Off the top of my head, one way to simplify this down to 1 parallel event is to have a parallel event checking if the player is inside a specific region and run a variable timer.
You would mark this region where you have placed the spike traps. When the time is less than a value, turn on a switch that changes all events with the spike trap sprite to show the spikes and check if the player is in the region, if so, hurt the player. If the time is above that value have the switch turn off so that the spikes are retracted and do nothing but wait.
You could also change the switch to a variable to make the spike traps have 3 stages: Spikes fully retracted, spikes partially retracted, and spikes fully exposed. This mid stage - partially retracted - would help indicate to the player that the spikes are about to pop, so stay clear (kind of like the yellow light on a traffic stop). In this case the timer would first check if the timer variable is above a value, if so, set the variable controlling the spike images to be fully retracted. Then have the time check if the timer variable is between 2 values (less than this but more than that), and in that case set the spike image variable to show the partially retracted image. Then finally have the timer variable check if it's below a value. If so, change the spike image to being spikey, hurt the player if the player is in the region.
Something like that. I don't have RM in front of me to guide you more clearly. Maybe someone can provide clearer instructions if you need them.