My roguelike of choice is Brogue (https://sites.google.com/site/broguegame/). Whereas Nethack was made to satisfy the creators' interest in complexity and simulation, Brogue satisfies the creator's interest in design and elegance.
Brogue simplifies a lot of the redundancies in Nethack and condenses it down into the core elements of dungeon crawling. While it's a much less complex game, it doesn't sacrifice much in depth. You still get loads of interesting emergent stories.
Brogue is probably the most accessible amongst the text-based roguelikes - it's interface is excellent, it manages to be very visually appealing without straying from the ascii aesthetic, and the design of it is streamlined and elegant.
As Roguelikes go, DCSS is far, far away from NetHack in terms of design. NetHack aims to be a simulation/puzzle/environment focused game whereas DCSS is a combat and character building exercise. While they're both good games they scratch completely different itches for me.
Calling what DCSS changes from NetHack 'problems' is pretty disingenuous; the games are not trying to do the same thing.
I have very little experience with NetHack. I'm basing my comment off of the DCSS FAQ. I probably have misrepresented it.
>The history of Crawl is somewhat convoluted: Crawl was created in 1995 by Linley Henzell. Linley based Crawl loosely on Angband and NetHack, but avoided several annoying aspects of these games, and added a lot of original ideas of his own.
For NetHack, these "several annoying aspects" are probably the essence of what makes it different than most 'roguelikes' and makes it good as a separate direction/niche of gameplay.