You still need Int for Skills. There's no getting around it. You're way too dependant on a lot of skills having high ranks to ignore it.
As a Scout / Ranger, the skills that matter are:
Listen, Spot, Disable Device, Search, Hide, Move Silently, Survival and Tumble. Those should always be at max ranks, and if you've got a negative Int modifier, you can't accomplish that.
In addition you'd like want to put ranks into other skills as well:
Balance, Climb, Jump, Knowledge (Nature) and Use Rope should be used just for the usefulness and synergies. You might also want Escape Artist, Knowledge (Dungeoneering) and Knowledge (Geography) as well.
My Elven Scout/Ranger has a 14 Int, and I still need more skill points to flush out everything as I'd like at L9.
If you're talking about not being a skill monkey, and just going with literally 4 primary skills (Disable Device, Search, Survival, Tumble) - then it could well be worth it. But I'd still use some other feats that I feel more efficient...
Hamstring (Sacrifice 2d6 Skirmish to Reduce Enemy Movement by 50%)
Hear the Unseen (Locate Enemy Via Sound)
Telling Blow (Add in Skirmish Damage with Criticals)
Telling blow is especially nice if you are allowed to take a 2-level Dip into a 3.0 PrC (Deepwood Sniper) to get your multiplier up to X4 and get automatic Keen Arrows (No need to Improved Crit your Bow). Not to mention Concealment Reduction and a Range Increase as well.
With an Energy Burst Weapon & Telling Blow, at L12 Scout/Ranger/Deepwood Sniper Combo is critting on a 19-20, and doing Weapon Damage x4, 5d6 Skirmish Damage x4 and d6 + 3d10 Energy Damage.
Assuming a +2 Longbow w/ Energy Burst, that's an average damage of 116 on a Crit. That ain't too shabby.
It's also nice for melee Scout/Rangers who don't go DwS because a Keen'd Rapier's got that 15-20/x2 Crit Range. 30% Chance of your hit doing 10d6 Damage by L9 - so long as you've got the Improved Skirmish feat boosting it by +2d6.