It appears that this is due to a logical check if one of the strength values is precisely 0.
In the definition of the game table
Units, "Combat" and "Ranged combat" default to 0 if they aren't defined, so this is probably how the game handles attacking anything where Ed Beach forgot to place a value.
We can see that the strength in the combat preview cannot show a value lower than zero, although negative numbers function normally:
Due to random noise in combat I cannot be exactly sure, but some quick firetuner testing showed damage values of 43,45,46,51,51,53, which appears to be centered on the predicted value of 30*exp(-12/25)= 48.5 rather than 44.7, which is what it would be if the calculation actually had a min input of 0 strength.
So, actually, if your scout was damaged enough to grant a penalty from damage and have negative strength, he would fight better
Edit: the other unit in this scenario still takes the minimum 1hp damage, though, so alternatively you could send in 100 brave scouts.