I see. Thank you for your interesting answer. I'm glad I understand the design of the controll.
Although off topic. I was convinced that hunger was adopted as a measure against slow walking in common roguelike games.
Long answer again.
Rogue and in extent roguelikes, borrowed rules from the Original Dungeon n Dragons (ODnD). Reading those rules now days is a little bit difficult because the author wrote for the War Games players. But you can find many clones written in modern style.
Search for ODnD clones, many clones are completely free too.
So I believe that hunger was not a measure against slow walking, but something that exists for realism.
In extent, many mechanisms are dependent on hunger. For example, a very basic one, "Camp".
In roguelikes camping will regain you some of your hp. In DnD Clerics and Mages can use a fixed number of spells based on their level, and they can regain spells by camping. So hunger and food ratios play a more important role.
I personally never been fun of the Hunger - Starvation mechanics, so I just ignored it all together.
Movement in roguelikes is one tile per turn (unless you cast a haste spell, etc). You can move or attack.
In DnD you have movement in feet and one attack.
I used the DnD rules here from the Basic Fantasy RPG. I just converted 10' to 1 tile. I changed the movement in Action Points (AP) and gave the player character the ability to spend those APs even to attacks. Also, APs not used go to your Armor Class (AC).
I did that cause DnD is made to be played with 6 players and a Game Master, but it plays well with 4 players too (that's why almost all the DnD based dungeon crawlers are party based).
To balance this up, you can have attacks equal to a party of 4 if you do not wear very heavy armor.
The combination of more tiles per turn, unused APs going to your AC and equal vision range with monsters (this is something I added too), I believe that it is too strong.
For example, you move one tile, and then you end your turn. This translates to Shield Up and very careful moving. It is a must when you are about to enter or explore an unexplored room.
Not ending your turn, the moment a new enemy is revealed, is a must.
If you do not do that, you will not survive in this game.