I happen to think the idea here is sound, but the problem is not that we're using inappropriate stats. I find the problem to be that we're using only one stat for each skill.

Some examples:
Stalk
  • Dexterity - This is the stealthy portion of stalking someone. Making little noise, going unnoticed
  • Reactions - As Kim pointed out, this is the quickness portion of stalking someone. Keeping up with them, darting behind convenient objects to avoid detection
  • Wisdom or Memory - This is the knowing of the stalked target. Anticipating if they'll turn right or left, determining when they're least likely to catch you as you speed up and slow down.

Skin Corpse
  • Strength - Ever tried skinning a deer carcass? Deer aren't even that big, but I can fucking assure you brute strength is both required and used. I've never skinned an Elk or Moose, but there's no getting around strength for pulling hide from game.
  • Dexterity - As skin corpse is used for obtaining workable leather, dexterity would be useful in making straight cuts and pretty gear.
  • Endurance - Skinning a rabbit takes 10 minutes tops, even if you're just learning. Most people can do it in 2. Skinning a bear on the other hand is an all day affair, I hear (never done it personally, but my uncle has made two bear skin rugs)

The remaining two examples I think are probably accurate. More skills would benefit from a multiple stat system though - forges using strength, dexterity, and endurance. Lay on Hands using Wisdom and Consitution, casting skills using <whatever> and Memory, and Attack using (nearly) all stats instead of dexterity alone to help represent styles of fighting.
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