Krice's definition is similar to
what I understood as a roguelike several years ago: a set of features which appear in NetHack, ADOM, Angband variants, Crawl, Ragnarok, but are less popular in non-roguelike games. This includes not only the big things mentioned by the Berlin Interpretation, but also things like bone files (NetHack, Crawl, Ragnarok, some Angband variants), hallucination (NetHack, Rogue, Ragnarok, some Angband variants), fortune cookies or a similar system (NetHack, ADOM, Angband variants, Ragnarok), identification (every one), blessed/cursed items, and so on. Yes, roguelikeness of Rogue is smaller than of NetHack or ADOM, according to this. But that's not a problem, the genre has evolved since Rogue. It would be possible to imagine a single "ideal roguelike", which would not be Rogue or any of the games mentioned above, but something in between. Roguelikeness would be measured by distance from this ideal roguelike.
But during these several years, the genre has evolved more. 7DRL challenges have shown that you can create a good roguelike without identification or fortune cookies.
I still think that having fortune cookies (or some variant adapted to the specific theme) makes a game more roguelike, even though Rogue ltself and most roguelikes appearing now do not have them. A simple identification minigame might not add much to the tactics, but it adds to roguelikeness. The exact feature set of the ideal roguelike is subjective, but IMO it would still contain fortune cookies, identification, bones, and all other similar side features.