I believe that it would be eminently possible through a subclass (although as ever, I think that subclasses should start from level 1). Possibly siimilar to the Inquisitive, but with less emphasis on spotting deception and more on knowing stuff.
The Scout for example gains two skills and expertise in them.
It might be possible in a pitch but I just don't think there is enough design space to pull it away from the rogue's sneaky, acrobatic, and underhanded base assumption.
The scout is still sneaking around and stabbing beings in the back.
Its pretty much a mechanical representation of the bare-knuckle fight in the Sherlock film. Observe. Predict. Tailor a strategy. That does not come across as underhanded to me.
Yeah but it doesn't have Sherlock's wealth of knowledge and lore nor applications of arts and sciences. It's not bringing special uses of Arcana, History, Nature, Medicine, Animal Handling, Religion, Deception nor Intimidation to the combat nor exploration phases as tools to defeat challenges.
I think that you're going to have to unpack this a little to explain it to me. The rogue does not need to be sneaky any more than than it needs to be athletic.
At it's base, the rogue relies primarily on sneakiness, acrobatics, or underhandedness defeat obstacles. The class is heavily Dexterity base by default as it's many combat strategy uses it for offense, defense, and setting itself up. Again in combat, rogues with shoot from afar, attack from shadows, or flank in light armor. All dexterity based. In exploration, the main aspects of rogues are based on dexterity as well: acrobatics, lockpicking, and sleight of hand.
The rogue doesn't have to be sneaky, underhanded, or acrobatic. However it gains almost nothing from playing off type.
Do you want to create an intelligent and charismatic character with a wealth of knowledge useful to the group, or do you just want a combat murder machine? If you want the loremaster character, dumping Intelligence is suboptimal
I want a character with a vast array of knowledge and techniques that can be brought to combat, exploration, and social encounters in some way.
That's why I like the concept of the truenames scholar. They comb times and books to learn the scraps of the secret language in the structure of the universes. In combat they can use their knowledge to guess parts of a foes truenames to alter it or an ally's truenames to enhance them. They can use truenames on objects why exploring to open new avenues or have secrets reveal themselves. And in social interaction, they can attempt to drop words in speech to affect those they speak to.
If the artificer wasn't a thing, that's where I would have put alchemy and kept it nonmagical. Or at least as fantasy science.
Maybe a Frankstien type with their own monster made with science.
An herbalist whose special diet of herbs and roots give themselves and their allies all kinds of enhancements. Put your frontline warriors on a regiment of special teas.