Yes and no.What would help with educating GMs on appropriate wilderness stuff is not collapsing all interaction with it into a two binary skills called "Survival" and "Nature" that just by the names alone doesn't even adequately cover what all goes into a proper wilderness.
Almost like I poofed the latter out of existence and expanded the former into a bunch of new skills for a reason.
Part of the problem is the lack of a gauge and no onus to scale. Splitting things int Zoology and Geology doesn't matter then.
A DM or Player who knows nothing on mountaineering and doesn't swim does not know how easy or hard spotting the danger zone of an avalanche prone area or how easy or hard crossing a river is.
It's all fine when no one has the expectations of being good. Just roll and fail if you roll under 11. But when there is an expectation of being good and the investment of effort into something that matters, the system shouldn't be whims.
This is why traps in D&D isn't and shouldn't be adjudicated as low thought spurs of the moment. The rogue is governed by thought out opposed checks of Stealth and Deception and a purposely design trap system..
Rangers are on the other hand governed by beasts and rocks who mostly don't exceed CR 5 and a wilderness system mostly guessed by the DM's mood at the time. The number of beasts above CR 5 is tiny. And there are 6 natural hazards in the DMG.