I didn't say I thought permadeath was bad. I said any death at all was bad, regardless of whether it's permanent or not.
Since you're asking, my opinion is that "permadeath" is just one level of abstraction away from "normal" death and serves basically no purpose whatsoever. As to immediacy of design... correlation doesn't imply causation. There's no reason why the immediate elements of roguelikes aren't transferrable to more "regular" RPGs, and vice versa.
So, you basically dislike game overs? In favor of what? I find it odd that the player should not be able to lose. It's a game, and typically a game is about taking risks, which result in winning or losing. So, what kind of system would be good?
* the player cannot lose at all, every action results in victory (a.k.a "at the movies")
* instaed of finishing, the success is quantified by a score meter, and surviving longer aids in this? (a.k.a "the Arcade")
* instead of dying, the player loses equipment or other resources? (a.k.a "Pokémon style", forces either grinding to restore lost resources or reloading)
* dying means game over but no permadeath, so loading is ok? (a.k.a "The Typical One")
* dying means having to start over? (a.k.a "Permadeath", really good in Roguelikes, but see below)
I also disagree with you about Roguelike/RPG relations. First of all, most Roguelikes draw inspiration from Nethack which in turn is Dungeons and Dragons, considered by many to be
THE RPG. The two are closely connected, but they are no longer the same, because Permadeath (and, to lesser extent, procedural generation) doesn't run well with story-heavy RPGs.
Well, it's no halting problem, they *could* make a typical modern RPG with permadeath added. You'd run into that one boss that is far more powerful than you expected and die. Start over, watch a fuckton of already-seen cutscenes, run through all the same random encounter corridors, and spend a few hours grinding to make sure you won't lose your character this time. It'd kill the enjoyment. In Roguelikes, you have no such problems - no detailed story to bore you sick every time you happen to die, no running through the same random encounter corridors, and you even get started right in the middle of the action instead of having to run several errands to get started! You even have a multitude of race-class combinations, so if you die a few times with a particular combo, you can try a new strategy!