Have a look at what happened to an extremely varied and fun game, when the devs decided to pursue above all balance
The game has ended up oriented towards competative play, and as a result is relatively bland outside of that context.
Anything that isn't well balanced is going to end up being exploited by the target demographic.
If a few people exploit a certain strategy, then everyone is driven to do something similar to keep up.
And that means how much of the game competitive players actually have access to shrinks considerably.
Or if there is a superior strategy, though unpleasant, then playing with a competitive mindset forces you to do it anyway.
If you care about competitive players, then you will want to do as much balancing as possible so they don't have either of these two issues.
So it's not such a bad thing in that context, but I don't agree when the Crawl fanbase tries to pressure the genre in general to go down this route.
I feel pretty bad for people who enjoyed the game before it had to have so much flavor sucked out to satisfy munchkins.
I would not want that to happen to a roguelike I had really invested myself into either.
The developers steadfast adherance to their erudite zero-sum design philosophy is very interesting though.
In that sense it makes for a truely unique experience to go through at least. One that sets it apart from most roguelikes.
As someone who goes from game to game, I probably appreciate it more for this perspective than the original design choices.
But beating it felt more like doing my taxes than an adventure. I didn't hate it, but I probably wont be coming back for seconds either.
But also on the other end of the spectrum are games like Rogue itself, which often feel more like gambling than a challenge.
Or rather, the gamble is if a round is beatable at all, and the challenge is figuring out when it is and what to do then.
So it's not all good, and not all bad. There are countless different approaches to make an engaging roguelike.
I am pretty conflicted about this greater conflict between Lawful and Chaotic roguelike design in general.
Chaos is often unfair, but then Law is often boring. Even Neutrality often ends up sacrificing too much of what makes either desirable.
I would just say to keep looking through the games, and hope for developers with good intuition, rather than the dominance of any specific design philosophy.