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A ghost will idly open the doors to hiding spots when it passes by them. This you can prevent by quickly shutting them or holding them shut.
A ghost will do a full check by violently throwing open both doors (you can't stop this) and walking inside if it detects...
Some minor things to note about the noise one. Outgoing radio counts as noise. Incoming radio (and the static from it) doesn't. In solo local chat is *always* on and will count.
Electronics only cause a ping, while a player holds it. Throwing something on the floor in a hiding spot won't attrackt the ghost. (obviously if the ghost already saw you holding it, then throwing it on the floor won't stop it from checking the spot anymore)
No it doesn't just check things randomly
The ghost only remembers the last spot in a hunt, where it spotted a player and will at the start of the next run roll a 50%-Chance for if it will check that spot again. Once this roll was decided, it won't check that spot again anymore in the future.
Obviously that means, when the last spot was within a hiding spot (for example someone died there or someone used a smudge stick within the hiding spot), then it might be better to avoid this spot for the next hunt.
But ultimately, hiding spots are 100% safe in any hunt, as long as you don't give them such a last ping within a hiding spot.
I never heard of a method to just trap a ghost into a specific position, so if it was possible, then propably just due to a rare bug