Yeah, I get the 7DRL concept, but it seems to me to be an inversion of what is/can be good about roguelikes, namely that minimal graphics and built-in content allows the developer to get a finished product in less time, rather than, say, develop game mechanics with depth and versatility across many sessions. I realize that 7DRL entrants often plan out their games fairly carefully in advance and heavily exploit libraries and other generic premade code (e.g. the engine from last year's 7DRL) to move things along faster -- this strikes me as reasonable, as long as the developer views the 7 day creation period as a bridge between having prototype material and having something reasonably playable to build on.
Roguelikeness is something a game should have to grow into. Again, I understand why you want to separate the concept from other factors in judging a competition, but I don't think they're cleanly separable.
I don't think this is a trivial or nitpicky point either. I don't think it's good to have a concept of roguelikeness that encourages a kind of been-there-done-that approach to development, where you work on something for a week and at the end you have something that at least plays like a roguelike for a little while and now you have another feather in your hat, like the one you got for writing a "novel" on your blog last November. I mean, sure, this is a marginal improvement over claiming to have worked on something for 20 years with little or nothing to show for it, but that's not a hard standard to beat.