What you're discussing then is not about starting away from 0, but the size of the interval between what we consider baseline and proficient. There's no reason that +0 is the baseline, and indeed it isn't in many cases. (IIRC a 3.5 individual with average strength, no BAB and lacking weapon proficiency is looking at -4 to hit. A 1st-level fighter with weapon focus is probably around +6.)
The size of this interval varies quite a bit depending on which edition you're referencing and which task specifically. If anything, I would say the range of starting values for 4th edition skills is too high. Bonuses over +10 are not uncommon for 1st-level characters (a good stat, training, and any bonus from background or race gets you there easily), but neither is a -1 modifier. How much it should vary is subjective.
My point is the mentality of seeing 0's. Players see zeroes and they don't even bother trying. A +1 or +2 might get a player to have their character try something the PC isn't great at. One of my most enjoyable time as a DM was a 4E game where the players hit level 6 and started to touch those dump skills without me forcing it or them waiting for retries. Sure they almost always failed but they were willing to try.
Something about zeroes. They affect how people think. Zeroes affect how players and DMs expect to see things. It'll effect their views on races, on classes, on skills, on proficiency range, on HP... without thinking about the consequences of their newly formed preferences. They might want everything to start at zero but never compare the result to the difficult class they dreamed up. Then bam, the high target of 18 is too becausefocus is placed on the upgraded zeroes instead of starting at the +8 and discovering how to get there.
But zeroes screw with your brain. Unless the player is a method actor or a goofball, I've seen it placed in this love before game and hate during game mentality.