I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.
The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.
I think the Berlin Interpretation is quite outdated and was not even good at the time, but I will defend it on this one point. It does not provide a threshold for what is and is not a roguelike, the Berlin Interpretation just lists criteria that are important to consider when determining how roguelike something is. The heap paradox is an exercise for the reader.