Just some thoughts:
Firstly, I don’t mind zombies being fairly dumb and easy to lose. I feel like zombies are one of those enemies that tend to be trivial to deal with until suddenly they aren’t. Their strength is in their numbers and dogged, relentless determination. Combine that with a refocus of the zombie dogs toward hunting down the player and summoning the horde and you have a pretty good combination of overwhelming numbers and ‘intelligence.’ Also it would help if zombies had some kind of a searching behavior. Right now they kind of stop what they’re doing when they lose track of you. The only reason they can follow you into houses and things is due to the smell mechanic. I’d rather see the zombies get some kind of a search behavior where they know the last square you were in and what square you moved into and then coordinates a brief search.
For example, if you are chased down an alley and run around the corner to the left, the zombie will chase you to your last location and then start searching left if it cannot see you. The goal of the search might be to expose a certain amount of terrain to its sight radius. Perhaps 100 tiles (just for the sake of a number). That way it will move left until it has uncovered 100 tiles worth of terrain, which will passively let it look through windows and down alleys as it moves, possibly spotting the player inside a house or down an alley, or hearing the player moving on the other side of a wall. This is, essentially, a ‘dumb’ search. Almost like a purely mechanical probe. But that is sort of what we expect from zombies. Easy to trick one of them, harder to trick the horde.
In order to improve the search mechanic what could be done is that if multiple zombies are searching within a certain radius of each other, the MOST RECENT sighting of the player by any one zombie would be transmitted to all other searching (maybe even non-searching?) zombies in that radius. The horde hunts as one.
To talk about scent itself, I like the idea. Especially if the scent mechanic is refocused to aid the zombie dog (and wild animals of course). Soap could lower the character’s scent rating for a time. Rain and smoke could mask and deteriorate scent trails.
I feel like the scent tiles should have a random chance of shifting every turn to an adjacent tile. So that over time scent trails don’t just weaken but warp. Better yet, add ‘wind’ to the game that varies in direction and intensity and will move scent trails dynamically in an appropriate direction (and weaken them as winds get stronger).
Finally, add shallow brooks to the worldgen. Waterways you cannot drown in (not deep enough) but completely mask scent trails, so you can use them as ways to break off hunting animals and ZDs.