I’ve encountered that in Angband, one of the earliest (and still-developed!) roguelikes. It’s got 100 required dungeon levels, plus 20 beyond the final boss’s level (basically just for getting cooler loot), and so many of them are procedural oatmeal. Newer versions are better about that, introducing more variety so it’s not identical levels. Amusingly, the developers even lampshade this themselves: you get level feelings every level that tell you what the level has in terms of loot and dangerous enemies; if you go through the levels too quickly, the level feeling you’ll get is something like “looks like any other level”.
I’ve encountered that in Angband, one of the earliest (and still-developed!) roguelikes. It’s got 100 required dungeon levels, plus 20 beyond the final boss’s level (basically just for getting cooler loot), and so many of them are procedural oatmeal. Newer versions are better about that, introducing more variety so it’s not identical levels. Amusingly, the developers even lampshade this themselves: you get level feelings every level that tell you what the level has in terms of loot and dangerous enemies; if you go through the levels too quickly, the level feeling you’ll get is something like “looks like any other level”.