Roguelikes solve the problem of permadeath by making their dungeons random in order to create "replayability", but in practice you end up replaying very similar levels over and over again because procedural generation sucks and can't even remotely compare to hand-made levels and encounters.
But in a hand-made game you don't wanna replay the same content over and over if you die, so it's better to not have permadeath in those.
Not "replayability" but replayability. Sorry to be an ass. We had this conversion already. You personally don't like some aspect or mechanic of games, that's it. Just like I don't like storyfaggotry. But those are still stories to be enjoyed (for what they are, by storyfags) and replayability to be enjoyed by random/replayability -fags :D. Whether You or I think it makes bad or good games is irrelevant. They still are real elements of games. However You seem not to just think that random vs pre-made is a poor choice but that it isn't a real choice at all. That there isn't any real replayability to be gained by going random, ergo "replayability".
You seem to willingly fail to comprehend what purposes randomness serves in games (roguelikes and other crpgs). It is not about level design. OF CURSE the hand made ones will be most of the time BETTER. This is
not the point being contested. You basically make a strawman, over and over again, every time this discussion repeats. The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised. You can or must use different tactics. You find different loot. Etc. This is impossible if the game is strictly pre-made (like BG2 iirc). In BG2 the memorable combat in the inn is always against the exact same party in exact same environment. In a randomised one that party could have some different members. Or the combat might happen in a differently built building so your tactic from previous game wouldn't work, You'd have to come up with a different one. Instead of an amazing katana for the 5th time, you could find an equally amazing different magical item.
You also seem to conveniently forget that randomness and complete lack of it are not the only two options. Even in the most random roguelikes only some elements are randomised. Many elements are randomised even in many "hand made" crpgs. There can be elements that are partially randomised like a location being mostly hand made but with random twists. Loot that is half static and half randomised. Say in Wizardry 8, i think you like this game. In W8 there are unique items that will appear in one game but not in other. You can have a pool of hand-made encounters/locations/quests that is chosen randomly at the start of the game. Case of Underrail, a "hand-made game" without doubt - and yet here we are. Same goes for many classic RLs or tactical/crpgs (TOME, DoomRL, DCSS or Battle Brothers). Another examples of non-roguelike with mixed design is Darklands (another game you like unless i am mistaken). There are other genres, like adventure, that are usually "very hand made" and yet some randomisation gave us interesting games like Blade Runner.
You know that there are people who enjoys replaying ironman even fully hand-made games? Tell them, not me, that they are "loosing" their time. However I agree that some randomisation is such games is preferred. I wrote it in my first post iirc so i guess... we can agree on that. However even more importantly they have to be mechanically sound. This is why some people DO replay Kingmaker or even IE games in ironman. Because making new builds and facing the challenge is the fun for them. At least i think that's why. But it doesn't mean they wouldn't enjoy those games more with some randomisation.
I'm sorry for the wall of text.