I just try and avoid the whole word nowadays. The Berlin interpretation was a fairly decent guideline when there were just a bunch of turn-based tile-based dungeon crawlers with randomized levels, many of them with text-based graphics and/or developed under early free software models. Then Diablo came along, brought a real time aspect into it.
Personally, I think the procedural generation aspect is overrated when it comes to the genre definition. Say you fork Rogue and hardcode the level layouts, item and enemy placements and so on. It would probably be an inferior game, but still in the same genre of game, I think. At least the game would change less than if you made it real time or somehow removed the grid lock.
I tend to say something like "turn-based dungeon crawler". This way I can talk about games that are like Nethack or DCSS without having to clarify I don't mean platformers, twin stick shooters or -- god forbid -- deck building games of all things. I like action games just fine, often more than turn-based dungeon crawlers, but the itch they scratch is a different one.