I'd like to clarify a few things. I'm active on r.g.r.d (the major roguelike development usenet group, where most of the talk about roguelike development is) and although I didn't go to IRDC, I know a few things about it.
Firstly, just because a game misses a few factors, doesn't mean it is not a roguelike. The definition is based on an earlier one, which you can find at
http://www.roguetemple.com/roguelike-definition/.
And I quote: "Roguetemple presents you a small and comprehensive list of several factors for evaluating the roguelikeness of a game; those may help you get an idea of what a roguelike is."
The whole concept of high and low value factors only makes sense if you are only using some of them.
Secondly, I wouldn't call them a bunch of random people. Among those who went there was (as mentioned before) Jeff Lait of POWDER fame, Kornel Kisielewicz and Mario Donick of Lambda Rogue among others. In addition to this 2 crawl stone soup developers turned up and one member of the nethack devteam. This is definitely an important segment of the roguelike community. And once they had finished the conference they turned the definition over to the many members of rgrd(where there are developers of various *bands, ToME, some variants of nethack, ADOM (in the past) and multitudes of developers of small roguelikes) for critiquing.
Thirdly: why do people call DF an RTS? For one thing it isn't really real time. You can choose to advance frame by frame. It's just that if you want to you can run the frames as fast as they can go to speed it up. That doesn't sound like an RTS. An RTS is designed to run at real time speeds, constant speed and to make you act in real time. Once you remove that pressure you no longer have an RTS.
Just my 2 (Zimbabwean) cents worth.