I didn't read all the thread and I hope I didn't miss anything crucial.
I think the first thing is to determine the elements of the roguelikes and then you can basically determine if you like them or not. Also the term Roguelike is a bit up for interpretation. Three Moves Ahead did a pretty good podcast about it over here:
https://www.idlethumbs.net/3ma/episodes/roguelikes
For some players roguelikes need ascii graphics, for some permadeath is a major thing and other think that's about the randomization.
Personally I never played any Ascii roguelike, and while I played and finished Sword of the Stars: The Pit, I don't think that I would play such game again (in the version I played it, which was without any take overs) (link to my playthrough from start to finish:
here)
One aspect I like most is the one of Permadeath. Now I am not particularily a fan of "losing everything" but I like it if your decisions actually matter and cannot reversed by simply loading the game. So games which give you some advantages after each playthrough or some additional unlocks are fine for me too.
So for example whenever I play Civilization for example I will never load. The decision I take should matter, and I wouldn't be able to reload in multiplayer either. Loading would damage the overall game experience.
I also like how in Dungeonmans with each character you play you can gather some stuff which will then help the next character you play.
Other games like Don't Starve or FTL work with unlocks instead. That can be rewarding as well and add very different gameplay to the game.
The second big thing I like about roguelike is their randomness: The game, how I play it right now, is unique. Whatever you do, you will not be able to completely replicate the situations I have. Yes, they can be very similar, but not as similar as in some standard RPG where you end up at the same boss at some point, and probably the main difference is what classes you picked for your group.
I am a big fan of procedural generation and the bigger, the better. In some games it only adds to replay value, like in FTL. But in some games you can end up with very weird situations. And others, which aren't necessarily roguelikes, like Daggerfall, or Elite 2 you can end up in an area where no player before you ever was.
I haven't played it yet as it's still in Beta but Malevolence, which is a permadeath first person Rogue Like with a infinite procedurally generated world, including outside areas is a game I absolutely look forward to.
My favorite Roguelikes so far, which are basically "roguelites" are:
FTL, Darkest Dungeon and Invisible Inc
A game with permadeath shouldn't last longer than maybe 5-15 hours per playthrough imho.