That's actually not a random death. That kind of death is preventable with experience (the game teaches you that using torches keeps mobs from spawning, the game also teaches you to look up and down when you're in caves underground so you are not surprised by enemies dropping down on you from above. This means you can learn from the experience and actually combat the semi-random nature of the game).
The problem your argument actually has is that you're comparing "random content" to "random unnecessary unfair deaths". It isn't the same at all. I've played a lot of Roguelikes. There are fair deaths in a good many of them. If you aren't prepared, you die. If you are inexperienced, you die. If you do something stupid, you die. If you aren't paying attention, you die. These deaths, even if they can be harsh, are all VERY fair. They are preventable. Randomly spawned monster that's out of your league which can kill you in a single hit? Part of the learning curve. It kills you, you learn that the monster is really deadly, you either avoid it in the future or learn to avoid areas where it typically spawns. Fair and preventable deaths. Enemy gets a critical hit on you and kills you outright? It's fair as you can sometimes do the same to other enemies.
The game has a randomly generated room in which you walk into it and die instantly because... who cares why? That's unfair. There was no chance to prepare. No chance to avoid it. Nothing to even be learned from it, other than the dev is a jerk and you need to savescum to avoid that kind of stupid nonsense. Yes, there are roguelikes where stuff like that happens. Frequently. I enjoy a random death as much as the next bloke (I wouldn't play Roguelikes or even Dwarf Fortress if I didn't), but I actually like it to have a PURPOSE. If the death in the game serves NO PURPOSE, then it need not happen. If it is impossible to prevent or learn something from, then it's a pointless unfair death in which the only lesson a clever player can take from it is to savescum as a measure of "prevention".
Ever play ADOM (Ancient Domains Of Mystery)? First Roguelike game I ever played. The learning curve on that game is really high. To this day, I've never beaten the game. It has a storyline and clear cut goals. But, the game gets so much harder as you progress, than I've lost every single character I've ever created within the game. Is it frustrating sometimes to lose a level 25 character in it? Yes it is. Is it ever UNFAIR? No, it's not. Because of the learning curve, you will be using your first 100 deaths as learning experiences of what to do, what not to do, and how to find some decent equipment to survive longer. Sometimes, randomly high leveled enemies spawn and murder you. It happens. These deaths are preventable though. These situations can be prepared for. I've been killed by starvation. I've been killed for shoplifting. I've been killed because of an accident with which key I pressed. I've been killed because I've offended the Gods. I've been killed from being sick. I've been killed from being poisoned. I've been killed by being corrupted. I've been burned, frozen, and melted to death. I've been killed because a dungeon fell on my head (don't kick staircases in dungeons even if it's a great way to train your STR stat... Random chance of dungeon falling on you each time you do it). I've been eaten by a Grue (if you are cursed and step into darkness without a light source, there's a chance you will be eaten by a Grue each turn you spend in the darkness). I've drowned. I've been killed by about every trap imaginable. I've been eaten by piranha. I've even been killed by old age (some ghosts can age you with each attack they successfully land against you). None of these deaths was ever unfair. Especially the ones where I'd gotten sick or poisoned (which happened because I ate things I wasn't meant to, or drank things I wasn't meant to).
The subject really is fairly black and white. Either deaths could've been prevented in some way, or there was absolutely no way it could've ever been prevented or learned from. Random nature or not, a developer should take pains to minimize these "random deaths for absolutely no reason" if they exist, or strive to eliminate them entirely. I prefer MMOs that work like Dungeons in Dragons in execution (I don't mean systems, I mean in philosophy of design). That means, you are always given a chance and something around 80% or more of your deaths are from things you did yourself and not from the game just beating you to death with the RNG while the dev put in "instant kill" sections that are impossible to learn from. The other percentage should just be "well, sometimes crap happens and that's the way the game rolls". Sometimes a weak enemy gets a crit and you just die. It's not really unfair, it's just how the damage formulas and RNG work.
But, if you really want my actual opinion on it, it's a couple posts back. I said that I savescum in Roguelikes where just getting to the 30 minutes of play benchmark is a massive accomplishment that is rarely achieved. These are your roguelikes with malicious devs and programmers.