I dislike roguelikes. That about sums it up.
I'm not sure which Roguelite introduced it, so I'll use Rogue Legacy as the example, but I really hate the persistence elements that other developers borrowed for their own titles. It really feels like the ultimate form of padding and takes a game that should take a few hours to beat and turns them into a 30+ hour experience. Yes I realize that skilled players can beat a lot of this games with little to no upgrades but that isn't the experience for your average Joe. It just feels like it saps the luck aspect from what makes Rogue games interesting. You should be able to get lucky and beat any Rogue on your first attempt or unlucky and it could take you dozens. The randomization of levels, items, enemy encounters and secrets is what should be the draw of these types of games, not a currency you dump into persistent skill trees. Spelunky is the perfect example of this. I've dumped hundreds of hours into it. With Hades, I was bored in less than 10, it just felt like a grind, a slog.
I'm really curious about Returnal. Nex Machina is a wonderful, wonderful game. I really want to see what Housemarque can do in a 3D perspective game. What's holding me back is how well they implement the Rogue structure of the game. The Hades comparisons are setting off alarm bells for me.