Roguelike is more complex, there's no governing body to decide on a proper definition, but I think the consensus that was reached long ago includes elements like turn-based, grid-based, non-modal, playable in an ASCII terminal. I think the last one is outdated, but the rest are significant components of what makes roguelikes... roguelikes.
Modality in games is a particularly interesting aspect when you start looking at various other games, and something that matches up with things I dislike in games. One fun example is movement in FPS games, which can be built either on universal mechanics or a predefined moveset - some games will allow you to perform a vault move when next to a low obstacle, other games might let you crouch, jump, and crouch while jumping to get over low obstacles.