It's actually a Town Survivor wincon, which is not quite the same. In particular, it doesn't screw with endgame maths nearly as badly as Neutral Survivor. Thus, it's a less terrible role. Nonetheless, it's still terrible.
There are two main things that distinguish scum from town in a normal game: scum have more of an incentive to survive and to keep their buddies alive; and scum have low investment in scumhunting. If you're going to make deaths into, effectively, modkills, then both of these distinguishing factors get smaller; town now have an incentive to survive too (so they aren't going to look as different from the scum); and town also benefit from appearing to be uninvested in scumhunting, because it reduces the chance that they're nightkilled (which would also make them lose).
About the most I can see going in this direction is for townies to lose if they're mislynched, and scum to lose if they die (but townies to not lose if nightkilled). That fixes one of the problems above, in that scumhunting doesn't become any less effective for town. However, the other problem still remains, and seems mostly unfixable in this sort of setup.