Descriptions are vital, but here's what you do: you keep your descriptions reasonably general, while making them LOOK specific.
"You seem to have entered a torture chamber. Blood stains the walls and floors a dark, sickening red, and rusted torture devices litter the room. An iron maiden stands ominously against the south wall, and a large cage encloses the southeast corner, its last occupants' skeletons crushed on the floor. Knives and thumbscrews are strewn haphazardly on three tables, one in the center and one in each of the northern corners, and a fire pit lies near the northern wall, hot pokers nestled firmly in it point-down. Three goblins turn at your entrance, surprised by your approach, and a large, one-eyed, scarred hobgoblin lifts a poker out, screeching what you assume to be goblin profanity at the top of his lungs. He gets ready to charge. Roll initiative!"
What have I actually put in this room? I've put the enemies in, certainly. I've placed the iron maiden, an intended environmental hazard, and the cage, yet another environmental feature. There are three tables, certainly, with torture implements on them. There's nothing unnecessarily specific, though. I drew a LITTLE attention to these things without drawing A LOT of attention to these things. It also helps that I put in something that commands ALL the attention right at the forefront: angry goblins, in this case.
If your PCs are ever walking into a blank room or corridor, you are doing it wrong. Give every location fun details, but try to have something that draws the attention of the PCs immediately.