...that's pretty much already been the case though unless you go deep into the rabbit hole of No True Scotsman arguments where nothing of value is generated nor resides. ADOM is there, Sword of Fargoal 2 soon enough, Dungeonmans, ToME 4, 1Quest, Caves of Qud, MidBoss, Lost Labyrinth, Cogmind, Dredmor, WazHack, SotS The Pit, Ragnarok/Valhalla/Jaunt Trooper/Rogue itself back in the day, the Mystery Dungeon series, Voyage to Farland, Pixel Dungeon and the progeny thereof very directly Roguelike---it just goes on and on like this.
Even the oft damnable Berlin reckonings generally tend to fit most, if not all, in all the ways that matter in a concrete sense---the history has already happened man, there's no going back from that same as anything else so your tears should've already ran long since dry unto giving way to jubilant celebration for the present times being the best it has ever been by all sorts of metrics and measures in the Roguelike world. The tech is much improved, ability to share and gain visibility for projects is a night and day difference, communities are numerous and varied---a golden age of persisting vigor and vivacity like no other since the inception at the fringes where even just a common accident on the road could've wiped out the entire lot of it in a heartbeat. I mean, in terms of overall positive outcomes and trajectories---about the only thing "missing" is that the various crazy Talkie projects didn't actually wind up making it to shore up the towering backlog even moreso...the rest has pretty well fallen into place and continues to do so.
Even beyond all that, if somehow none of these work, there's nothing stopping you or anybody else from just putting a "true roguelike" out there commercially and seeing what happens in the wider market---something that has never been so viable as now and to no detriment if you don't anticipate any recoup of investment/time. If you idolize something too much, you lose touch with the essence of the thing outright as you'll have nothing but hate and bile for every part of it that doesn't fit The Icon but rather makes up the Gestalt. Everything that is made awesome manifest is also made up of myriad shit and failures and dead ends and borrowed concepts on the road to getting there and beyond---the journey and the process are what is paramount, not some damned taxonomy devoid of all the romanticism and age of high adventure.