I don't see the need for them, but...
3.X 'Brutes' make good minions. By Brutes I mean having a high strength relative to thier CR. Things like Orcs, Ogres, and Hill Giants can still threaten higher level parties (in increasing numbers) even as they become increasingly squishy. A frost giants +18 to hit and considerable damage still means a threat to a party long after its CR 9 has been passed, and long after less brutish monsters of the same CR can no longer muster a credible attack. Armor such 'brutes' with superior armor and give them masterwork weapons, and at higher levels 1-4 levels of fighter and you have 3.X minions without breaking any rules.
If you want a true 4e style minion, simply take a creature ~6 below party CR and give it an extraordinary ability that arbitrarily bestows +5 to attack, +5 to AC, and +3 to saves. Viola, instant minion. For a truly squishy 4e style experience, divide hit points by 10, give them all evasion, and multiply the number of creatures you'd use by 4.
For example,
Orc
1st level Warrior Minion
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1 (1 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 studded leather armor, +5 insight), touch 15, flat-footed 18
Base Attack/Grapple: +1/+4
Attack: Falchion +9 melee (2d4+4/18-20) or javelin +6 ranged (1d6+3)
Full Attack: Falchion +9 melee (2d4+4/18-20) or javelin +6 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., Evasion, light sensitivity
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Ogre Minion
Size/Type: Large Giant
Hit Dice: 4 (3 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares);
Armor Class: 21 (-1 size, -1 Dex, +5 natural, +3 hide armor, +5 insight), touch 13, flat-footed 21
Base Attack/Grapple: +3/+12
Attack: Greatclub +13 melee (2d8+7) or javelin +6 ranged (1d8+5)
Full Attack: Greatclub +13 melee (2d8+7) or javelin +6 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., evasion, low-light vision
Saves: Fort +9, Ref +3, Will +4
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Hill Giant Minion
Size/Type: Large Giant
Hit Dice: 12 (10 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 25 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +21 melee (2d8+10) or rock +13 ranged (2d6+7)
Full Attack: Greatclub +21/+16 melee (2d8+10) or rock +13 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Evasion, low-light vision, rock catching
Saves: Fort +15, Ref +6, Will +7
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
You can throw a ton of those at a party without worrying about tracking hit points when a party of appropriate level makes an attack. And they still have good enough attacks to hit and worry a party 6-8 levels about the CR of the base creation.
You don't have to use any hard and fast rules either. I find the rules to be liberating; don't let them be a straight jacket.