Rather (and I digress greatly, probably to the point of needing a new thread), if designing monsters properly they should be set up with similar level/ability/race combinations instead of the typical "the ends justify the means" process of designing monsters.
Okay, but you just said you didn't want to overhaul everything, and that's what this is. Also... why bother?
For instance, rather than abilities tied to every specific monster as by phenotype, the powers would be sorted in to level-appropriate stratum and grouped by creature type (Undead, Dragon, Ooze, etc) much like Pokemon ability lists.
Seriously? You want it like pokemon?
It would be the opposite of rewriting; you pull features from preexisting monsters and put them in to a new chassis.
That's called "overhauling the base chassis" and it's a MAJOR rewrite... with no gain.
There could be a universal "Monster Class" with slots for monster racial abilities. Increasing HP that normally varies by type would be left to specific abilities similar to Improved Toughness & friends.
So, reduce overall options for what monsters can be by shoehorning everything into one class (thus restricting how many abilities something can be for a given HP), do a massive rewrite... and we still have no actual benefit given. All you do is require a lot of work and remove the ability to have really big creatures with lots of HP and HD that are weaker than small low HP/HD types that use special powers.
As far as an 'argument' goes, which I never saw it as anyway, I think I'm done. It pretty much comes down to trying to convince another of ones own way of seeing things and since none of us are in the wrong or absolutely needing changes I'll bop off to some other projects.
I don't think I ever did like debates but this one has been quite informative.
The issue here is that you're proposing a change that requires massive work to avoid ruining balance, which also means that anyone who wants to use this fix has to read through tons of stuff, just to... have the same balance. You're fixing something that already works without actually improving it.
In sum (IMO): null stats can be changed to base 10 with little difficulty but they don't need to be.
Right, they don't need to be, you gain nothing, you do a lot of work, and the end result may actually be worse due to less flexibility. Gone are the days of nifty utility undead like Ghostly Visages that have few HD but nice abilities. Gone are the days of giant hulks with high HD that are little more than bricks (like, you know, classic giant zombies). But nothing is gained in return.
Skeleton giants do make great transportation. Unlimited fuel. Great protection.
Read "Abara" by Tsutomu Nihei for some really creepy skeletal creatures, although they are living biomechanical creations rather than undead.
Easily creatable already with existing skeleton-like undead (Giants do make good other sorts of undead, just not Skeletons and Zombies) and if you want biomechanicals, check out Haunt Shift.