"Roguelike" has become overused to the point that it's basically meaningless. Nobody's even played Rogue so it just means "a game that's like other games that are described as roguelike," which is like, any game. There's a set of games where the term originated where it actually made sense, games like Angband, ADOM, Castle of the Winds, etc, that are all closely related where the term makes sense. Cogmind and Pixel Dungeon are more recent examples.
Some of it gets resolved by describing those as "traditional roguelikes," and using other descriptors like "action rougelike" for Hades or "rougelike deckbuilder" for Slay the Spire, but like at that point why not just use "Hadeslike" or "Spirelike" instead of constantly harking back to this 40 year old game?
Go has been changed a lot by technology, mostly for the better. The ability to review every game you play with AI, for free, is an invaluable resource, and we've also learned a lot about the game from AI.
But, there are also several limitations that it's important to be mindful of. The AI likes to play on the razor's edge because it can read well enough to know exactly when it's actually in danger. A human player trying to emulate that style will often just get themselves killed. Human teachers can still be more useful, despite being weaker, because they can better identify trends in a person's thought process and explain the "why" behind a move, communicating the general principles that we as humans need to rely on because we aren't computers and can't read out every variation every time. Sometimes people get too obsessed with trying to play the "top engine move," and it can blow up in their faces.
I was at a go event a couple years ago where a professional from overseas was reviewing people's games, and somebody got in an argument over a move because the pro criticized his move, but the player said the AI backed him up. I can kinda understand both sides of that. On the one hand, if the AI says something, it's not wrong. But on the other hand, I think it's important to consider multiple perspectives and incorporate them into your play, and you'll always be able to put things into the AI, so I think there's something to be said for biting your tongue and just letting the pro give their perspective with the limited time you have them for. I guess I've never been one to be afraid of telling stronger players when I think they're wrong, but it feels kind of disrespectful to me to pull AI on a visiting pro.
I guess one part of the game I find appealing and beautiful is that there's so many ways to play it, and your moves can serve as an expression of your personality. Introducing this sort of objective lens can get in the way of developing your style and making your own judgements. On the other hand, getting feedback that tells you when your judgement is way off can help your refine your instincts going forward. It's just that it's important to understand why the AI is saying something, and to understand that a minor percent loss can be worth it to push the game in a direction that's easier for you to play. It's a complicated subject, all-in-all.