I sympathize with your complaints–one of the two rougelikes I enjoy, Balatro, is pretty susceptible to seed issues and "why couldn't this be deliberately designed" at higher difficulties.
They also gave me new perspective on my favorite rougelike, ADOM. I hadn't explicitly realized this, but most of its most iconic and dangerous dungeons
are deliberately designed and non-random, despite it being one of the classic rougelikes. Combined with its slow pace (my two wins took about 20 hours each), you get a dynamic I find very interesting: you're free to spend all the time you need looking for infinitely-regenerable loot to optimize your loadout for the predictable hardest levels, which makes seeds way less of an issue, but you have to jump in the hole
at some point. Especially since many of these dungeons are gates to unlock large areas of the game, and sanity dictates you won't be able to find a perfectly optimal kit before jumping in. Some of the value I see in ADOM's randomness is the balance between these predictable, harder dungeons and less predictable, but
usually easier generic dungeons–the former tests your static, longer-term planning, and the latter tests different skills, your quick-feet reaction / consistency / microknowledge. If you're interested in rougelikes that are less susceptible to your complaints, older, slower-paced ones like ADOM, Nethack, and Dwarf Fortress (if you count it) may be your best bet.
(if you want me talk more about adom just say the word)
and shoutout fiish for mentioning nethack