People tend to forget that these roguelike things are games and are not intended as imaginary (and possibly quite short) life simulators, where any game action should be explained realistically.
Well, I suppose that roguelike authors` intentions do vary, which (thankfully) leads to variety of released material - some like UnrealWorld or CDDA are indeed very close to simulations and yet dare to call themselves roguelikes and are very good games too.
Way I see it, some players perceive RLs in a more abstract, "gamey" way and don`t care much for explanations or atmosphere, while others do, to some extent at least. For me personally gameplay always comes first but I still like a bit of roleplay & realism remaining too - but I do enjoy RLs from both ends of the spectrum, depending on mood.
There`s no reason why gameplay & realism can`t coexist and they indeed do in lots of RLs to great effect. Also no reason for the opponents of this style to always jump on and pounce whenever this word is uttered - we
really don`t mean that a "realistic" game has to include blood pressure levels and "out of toilet paper" subgame.
IDing & hunger clocks are example of systems that can be both fun, realistic and very much part of the "game" itself. And I suppose these have been around not because they`re part of tradition or that players were just stumbling in the dark for so many years but because more often than not they do happen to work rather well.
And so I`d rather see efforts concentrated on improving existing systems like combat or AI in RLs than dismantling working ones. Although, there is one old trope that drives me mad - the run-around-the-column to recover health - both unrealistic and unfun, and it`d be great to see that addressed somehow.