Items which start unidentified, but can still be used (with some risk of being cursed).
Ability to save and exit at any time to resume later, but no ability to save without exiting. Character death deletes the save file and requires starting from the beginning.
Combat-based gameplay, with monsters becoming more difficult as the player progresses through the map levels.
Character can level up by gaining experience, encouraging them to stay at a given level to gain power.
Food must be consumed to avoid dying of starvation. Food is not particularly common, forcing the player to keep progressing to future levels to avoid starvation.
If it's missing one or more of those elements it's a roguelite at most. It's not just random maps, or "permadeath", or item identification, or the tension between starvation and experience, it's the combination of all those elements.
By your definition "roguelike" feels exteremely narrow, maybe this is why the terms have become so conflated. When I think of rogue-like or lite games (since let's continue to conflate the terms), which are my most played on Steam, I think Spelunky, Risk of Rain, Slay the Spire, Isaac, Noita, FTL, Unrailed!, Spider Heck, maybe even PlateUp!, and of course Luck be a Landlord. It's a popular genre and none fit half your description. Sure they're all roguelite, some only having one or two of your points, but "roguelike" seems useless by your definition. It would only fit Rogue itself and pretty direct clones it seems. I haven't played Rogue....
Read what I said; I didn't say that Rogue had no RNG. I said that roguelike is not meant to mean any game that uses RNG. RNG is common is many kinds of games, we don't call a game a roguelike just because it has RNG. Video poker has RNG. We don't call videopoker a roguelike.
Doom had monsters. We don't say that any game with monsters is a Doom clone. Games are only Doom clones if they have more in common with Doom than merely having monsters.
Roguelikes are dungeon crawlers with random procedurally generated levels, played on a grid with discrete turns and permadeath. The more of these characteristics a game has, the more roguelike it is. There is some flexibility in the meaning of roguelike, room to experiment with the format for instance by using a hex grid instead of square, by loosening the turn-based constraint or even using non-euclidean geometry. But merely having RNG does not make a game roguelike. If having an RNG is what it means to be a roguelike, that makes any game played with dice or a shuffled deck of cards into a roguelike. Is Scrabble a roguelike because you draw random letter tiles and play it on a grid? That's obviously not what roguelike means.
Random procedural map generation.
Turn-based gameplay.
Items which start unidentified, but can still be used (with some risk of being cursed).
Ability to save and exit at any time to resume later, but no ability to save without exiting. Character death deletes the save file and requires starting from the beginning.
Combat-based gameplay, with monsters becoming more difficult as the player progresses through the map levels.
Character can level up by gaining experience, encouraging them to stay at a given level to gain power.
Food must be consumed to avoid dying of starvation. Food is not particularly common, forcing the player to keep progressing to future levels to avoid starvation.
If it's missing one or more of those elements it's a roguelite at most. It's not just random maps, or "permadeath", or item identification, or the tension between starvation and experience, it's the combination of all those elements.