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I'm not a developer of the game, but it could be the sanctity of the save as you mentioned. The reason why I assume this is the case is because, unlike what you said, most other rogue-likes work similarly or without saves at all.
Often rogue-likes have no save system at all (Nuclear Throne, Crypt of the Necrodancer, Risk of Rain 1 and 2, Downwell, Gonner, Postvoid, Spelunky 1 and 2, Super House of Dead Ninjas, Tower of Guns) meaning your run is limited to your playtime or for how long you can keep your PC on.
But a lot of modern rogue-likes they did add a save system is casual runs are long. (Voidigo, Enter the Gungeon, Deadcells)
There are two games I can think of that match your description which are:
Monolith which resets you to the start of a floor when you quit.
Noita, which allows you to save anywhere at any time.
In these two games however, they 100% delete your save file the moment you die to prevent you from going back to redo an unfavorable encounter.
There are definitely more games out there, but in my experience it does not seem uncommon for developers to make sure people cannot cheese encounters in their rogue-like games.
That said I am personally not against the idea of an open save system where people can make and load saves however they like. But I can also see why developers specifically do not have that in their artistic vision for the game. Not having a general save system that can be loaded at any point in time is also a core concept in the original idea of the rogue-like genre.
I am genuinely curious to hear which rogue-likes have such an open save system! I'd love to try it out. My library seems to not have one as far as I am aware.