But my point (and I think part of @Mistwell's point - though I don't want to put words in another poster's mouth) is that a rogue who can't sneak attack might still be useful in the same sorts of way.
Instead of Dimension Door or Spider Climb, the rogue is an athlete and acrobat. Instead of Fog Cloud and Invisibility, the rogue is a ninja with flash powder grenades. Instead of Charm Person, the rogue is a smooth-tongued con artist. Etc.
Well and good - and those abilities would be "combat abilities", in my view, just like that Acrobat who can deftly avoid attacks, but keep enemies occupied while other characters put their teammates down. Or my own 3e fighter whose main focus was setting the Rogue up to flank and keeping opponents from getting to the Sorcerer, for that matter - the Barbarian did way more damage, but he didn't Disarm and Trip opponents, or avoid AoO's to maneuver into flanking position.
What I am opposed to is a Rogue whose combat options are limited to "swing and miss; swing and miss; swing, miraculously hit for negligible damage; swing and miss", "use a basic mechanic in the hopes of having some minor impact" or "hide/run away" because he has specialized in another area to such an extent that it is the only area he can be effective in. The converse, really, of the 8 CHA, 8 INT warrior who dedicates all of his character resources to melee damage, and as a result has no purpose outside of combat (or even in combat if he can't close for melee) and plays on the "wake me when we roll for initiative" model. Even that's fine if it's a style the group wants, but I would prefer to see characters with some balance presented as the default, and hyperspecialization presented as a module caveated with the risk of players tuning out of/being frustrated by large parts of the game, while dominating other parts, because they are overspecialized, especially when compared to the other characters.