Random procedural map generation.
Turn-based gameplay.
Items which start unidentified, but can still be used (with some risk of being cursed).
Ability to save and exit at any time to resume later, but no ability to save without exiting. Character death deletes the save file and requires starting from the beginning.
Combat-based gameplay, with monsters becoming more difficult as the player progresses through the map levels.
Character can level up by gaining experience, encouraging them to stay at a given level to gain power.
Food must be consumed to avoid dying of starvation. Food is not particularly common, forcing the player to keep progressing to future levels to avoid starvation.
If it's missing one or more of those elements it's a roguelite at most. It's not just random maps, or "permadeath", or item identification, or the tension between starvation and experience, it's the combination of all those elements.
The ORIGINAL ROGUE had random elements, what are you on?
Doom had monsters. We don't say that any game with monsters is a Doom clone. Games are only Doom clones if they have more in common with Doom than merely having monsters.
Roguelikes are dungeon crawlers with random procedurally generated levels, played on a grid with discrete turns and permadeath. The more of these characteristics a game has, the more roguelike it is. There is some flexibility in the meaning of roguelike, room to experiment with the format for instance by using a hex grid instead of square, by loosening the turn-based constraint or even using non-euclidean geometry. But merely having RNG does not make a game roguelike. If having an RNG is what it means to be a roguelike, that makes any game played with dice or a shuffled deck of cards into a roguelike. Is Scrabble a roguelike because you draw random letter tiles and play it on a grid? That's obviously not what roguelike means.
Squares are 4 sided polygons, but rectangles, diamonds, and rhombuses are not squares, despite being a 4 sided polygon