The basic problem is that when Teleport Trap triggers between the move and the attack, the creature under the effects of the Charge spell is still attacking immediately. This is true even if the creature is moved away by the Teleport Trap, and attacks a different creature instead. And it remains true if the creature teleports for 0, only now the creature can attack it's original planned target. Importantly, you never have to say, "my creature is going to charge you. " You just move your creature and use its available action in whatever zone it ends up.
If you want to protect a zone with Teleport Trap you have an easy way to do that: move the opponent's creature away from the trapped zone. There isn't a way to make Teleport Trap do the thing you want without breaking large chunks of the rest of the rules. I'm not trying to neuter the card here, just to preserve the rules as written.
The reason I say that there are no charge actions that combine movement and attack is that literally-literally there are no charge actions in the game. There are very clearly move actions and quick actions and full actions. That's what page eleven says.
What rules interpretation of the word "Immediately" do you propose here? Would revealing a Rino Hide between the move and attack also cancel the charge bonus?
The special rules for teleport to cancel an attack require that the Teleport be used during a specific step in the attack resolution. Teleport Trap doesn't trigger at the right time to cancel an attack or disrupt a spell.
Even if it did, charging isn't a thing a creature does, it's a conditional ability to gain a damage bonus. Creatures don't charge. There is a spell called Charge and a melee + dice ability called Charge +X and that's it.
A creature moves then makes an attack. If the creature did move one or more zones and make an attack (as part of the same activation without doing anything else first) it gets the charge bonus dice. That is what the rules say.