I agree with you here.
In a magical setting, some skills can be applied magically.
Medicine should heal or poison.
Animal Handling should deal with a pet.
Nature should do alchemy, metallurgy, elemental magic, physics, math.
Survival should do botany, zoology, ecosystems, environmentalism.
The Ranger skill list is: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival. I'd add Medicine since Rangers are known for healing. And there are 4 tiers of play.
So that's 36 different rituals, knacks, or spells I would have attributed to being a ranger.
If I were in charge of 6e, I'd still give Rangers spellcasting and spell slots but no "real" spell-list. Ranger class features and Ranger knacks (I think that is the accepted term" would give rangers access to druid spells, wizard spells, and exclusive Ranger spells.
Animal Handling 1 gives you a beast companion who you can boost by taking the Beastmaster subclass.
Medicine 1 would give proficiency with the herbalism kit and teach you Cure Wounds.
Medicine 4 would let you craft a superior healing potion every long rest and teach you Mass Cure Wounds.
Nature 1 would teach you 2 level 1 druid spells and let you prepare druid spells.
Nature 4 would teach you 2 level 5 druid spells.
Survival 1 would teach you Tracker's Mark, and Endure Elements.
Survival 4 would give you resistance to cold, fire, lightning, necrotic, poison, psychic, radiant, and thunder damage, and teach you Predator Armor.