That sort of thing also gives more weight to the choices you make. In most modern WRPGs, they give you comically black and white moral choices, and since there's no danger, the only reason to do evil is for its own sake. So most player avatars wind up either 100% spotlessly good or cartoonishly evil.
In a roguelike, where there's real danger, you might find yourself doing terrible things not because you want to, but because it's the only way to survive. The whole thing feels more real. The villains aren't cartoons out to ruin people's lives because it's funny, they're pragmatists trying to survive in a difficult situation. And the heroes are well and truly heroic. Their sacrifices were genuine. Their courage is real.
It'd be great if mainstream developers picked up on that, but I won't hold my breath.