from people who actually enjoy these kinds of games.
You should not make a game you yourself do not enjoy. It's not paid work and success for indie games is volatile. If you make something catering for other people, but do not understand what would make the game tick, that might negatively affect many aspects of the game.
Maybe I misinterpret the statement. But you mentioned a lot of keywords and I am not sure, if you know what those keywords mean. What do you think, a strategy roguelite is? Because I do not know what that is supposed to be.
I tried looking at https://itch.io/games/genre-strategy/tag-roguelite but for the games I know there, I would disagree about those tags.
A game is not a strategy game, just because you plan ahead. And a game is not a roguelite just because you have a "run" and unlocks. Playing the campaign of a strategy game is technically a roguelite. You have runs, you unlock more troops and buildings each subsequent run.
What usually makes you bounce off strategy roguelites early on
You said that, as if those type of games were a thing. Maybe it helps, if you cite examples of known games that would be adjacent to the game you plan.
Especially since you ask about core ideas, but use terms that are very vague and often used for games that are not those things at core.