I think for me it's just not a big deal and requires no special effort on the part of the DM to correct for it because the flatter math means dumping Int isn't all that big a gain elsewhere. So, fine, leave the Int to the wizards and, to some extent, rogues. Also, every campaign gets an intellect devourer encounter going forward. Case closed.
In my games, Intelligence will tend to come up in social interaction challenges quite a bit and failing the check generally carries a disadvantage going forward. For recalling lore outside of social interaction challenge, such as in a combat with a weird monster, a successful check will result in getting the info you want and a failed check will result in getting some kind of relevant info, just not what you wanted. Plus Intelligence (Investigation) is useful for secret doors and traps of which I tend to have quite a few. I do none of this to "correct" for Intelligence being a pretty obvious dump stat in D&D 5e, but because it seems like this is where Intelligence checks live in this game.
I also don't make a special effort to make Int more important. I generally use Knowledge and Investigate rolls as an opportunity to give the players more lore about the world or the plot they are involved in, rather than making them a requirement to proceed with the adventure.
I was just saying that you could try making more Int skill checks a requirement to continue as an incentive to get more players to put their extra points into Int. I didn't say it necessarily a good idea to do it.
