While the werewolf is eating your kidney?
See, the problem is, we're running into the issues between story and game. Sure, "be prepared" is a really cool idea. But, it doesn't work most of the time in D&D because in D&D it's very, very rare that the players know exactly what they are going to face at any given time.
Sure, werewolf hunting is a cool adventure. But, can you put a werewolf on a random encounter table? As a DM, can I only use certain creatures if I hand a note to the ranger player first telling what creatures they are going to meet in the next adventure so they can be prepared?
Of course not. So, either the ranger is walking around with this massive collection of crap that he never uses, or we give the ranger spells and then it's done as needed. Because that's the choice here.
Create vine traps that can be portable, and placeable in an instant or give the ranger an Entangle spell.
Create various anti-monster concoctions (how long does this take? How many can I carry? How long do they stay "fresh"? Endless inventory tracking) or we give the ranger a handful of spells to deal with monsters as they come up.
Create various tools (reeds for water breathing (are there applicable reeds nearby and how do we handle needing to swim deeper?), and other odds and sods, again requiring endless inventory tracking, or give the ranger exploration spells.
Look, I get the want for a spell less ranger. I really, really do. I'm solidly in the camp wishing that D&D would be a lot less reliant on spells. But, I also realize that in a game as broad as D&D, you can't really do it any other way. Sure, you could give the ranger "knacks" which are just spells by another name, or give them some sort of "MacGyver" option where they can just "make" whatever tool they need as needed, but, again, that's just spells by another name.
People really need to let go of this idea that spells=wizard. Spells are just a game mechanical way to handle this sort of stuff in a streamlined, simple way.