If you want to participate in 7DRL, write an "ordinary" roguelike that lots of people will play and talk about, I think that's great -- but it is in fact an extremely ambitious project. Most 7DRLs with "normal" inventories and stuff lack something else to make people discuss it, apparently it is hard to do everything in 7 days. Even without the limit, there are so many roguelikes nowadays that it is hard to get a following.
As others mentioned, writing an ordinary 7DRL might still be a personal achievement, even if it did not become very popular. The more innovation, the easier it is to become popular. Maybe there is something that is innovative on one hand, but it does not break your "ordinary roguelike" feel at the same time?
Yet, there have been 7DRLs which were quite standard, but yet I would consider them notable... for example, Dungeon Monkey which started it all, Martin's Seven Day Roguelike (which later became Martin's Dungeon Bash), or DiabloRL. By definition, a 7DRL should play like a roguelike, and there are lots more of notable 7DRLs where the gimmick does not affect the "ordinary roguelike" feel that much (for example, they still have a somewhat normal inventory).