Sure some devs may split hairs over the precise semantics, but for the market at large, the difference is understood.
Talk to any average roguelike/lite enjoyer and they’ll identify that as the difference.
“Roguelikes” do tend to have that same top down grid style, though.
Can’t think of any permadeath games without metaprogression which encourage replaying the whole game on death and which don’t use that format.
Just like with lisps. Some devs may split hairs over what is and is not a lisp, but for most people, if the language is dynamic, garbage collected, has a regular parens-heavy syntax, and has powerful macro features, it’s a lisp.