Replaying events, of course.
I really don't have a problem with replaying events as long there is room for improvement and I really don't want to discuss what people might prefer or not as it is pointless, so feel free to classify it as unhealthy for as long as you like.
Oh, that's right. Your opinions are not up for debate. (Or is that the other thread? This seems to be turning into the thread where we remind ourselves of how non-roguelike games work -- I guess I have to admit, between competitive PvP and roguelikes, I kinda forgot how Final Fantasy saving mechanics work. Thanks for the refresher.)
I guess I should be suggesting constructive alternatives and/or explicating my position. Here's an alternative: You play a cast of characters, like in Fire Emblem, each of which can die, but the absolute lose condition is that all of them die. You play one at a time, in true roguelike style, you can switch between them (this might require some extra rules to avoid silliness), and each has an independent existence (e.g. no late Castlevania-style morphing from one into the other), but they live in the same world and although they can't meet each other directly, they can exchange items and revive each other by recovering remains and paying some nontrivial price.
I think this is a reasonable alternative model for roguelike games. Of course, it doesn't solve the problem of neurotic players who can't deal with losing a game ("it's torture!") and people will still want to save scum, but at least the game will be telling them that's not what they're supposed to do and they should really try playing a straight game.