Thanks for correcting me. If the main character has a bow equipped, they can use the arrows, and those are pretty useful (if you don't lose an arm...). So, if you get lucky and find a bow, then when you find iron arrows that will be nice buff. I'd say that's a fine element of positive RNG.
Empty scrolls are really nice.... You can get a Sergal Spear or a Book of Enlightenment, or learn any spell. But... that's NOT RNG, is it? It's like cheat codes, if you know the codes, you can get three Sergal Spears with three scrolls. So, it is random a to whether you get a scroll, and if you know how to use it you can get some very epic stuff.
But... that's basically a way for people who use walkthroughs or have won the game to have an easy time beating it the second time, not really RNG of the style of other rogue-likes, like Binding of Isaac. You yourself have just said they're potentially game-breaking. If you wanted to balance that, you could make it so that really powerful items can only be asked for once, and that it's related to your affinity with the associated god. There are a lot of easy fixes, if you take some time to balance and fix.
What everyone expects is a balanced game and a bug-free experience. Saying, "Well, there's RNG, that makes it OK," doesn't excuse bugs, it doesn't excuse stuff like a high miss rate everyone complains about (particularly youtubers). These problems persist through all playthroughs, and having to pray that you don't miss the enemy twice in a row and don't run into a game-breaking bug isn't RNG design, that's relying on God to fix the game.