To me, the level scaling just completely annihilates the game. Why even have a leveling system if practically everything just stays leveled with you?
I hate level scaling in games with passion. An argument in favor I heard is that it's supposed to make it easier for the player to go anywhere from the start. Maybe, but coming from classic CRPGs and some TRPG background, I just can't bring myself to understand that impulse: you see a world-ending dragon god destroying a castle, and you think it's a good idea to chase it to its lair... at level 1?? With a plank in hand and with a shirt as your armor??? It's absurd!
Then there's the "level up by doing" mechanic, which is a mixed bag. It can be done well, but in Oblivion, it only resulted in putting a book on the spacebar. Voila, my character literally jumps around and looks utterly idiotic, but Acrobatics levels rise.
Being unable to just go fight a dragon at level 1, and then progressing to routinely curbstomping dragons (Baldur's Gate 2 - solo Sorcerer run is my favorite example: "I see, you're resistant to magic. Let me introduce you to the Magic Sequencer with Lower Resistance x4. Time stop. Horrid wilting. Wish rest. Oh, I didn't need to, you're dead already.") by the end. It's not the only selling point of RPGs, and it can sometimes be omitted entirely (e.g., Disco Elysium). But if there is a classic leveling system, I expect it to work, from zero to hero. It's not as fun if the numbers going up don't translate into real changes in how your character interacts with the world.
Exactly what I was going to say. Oblivion was the first Elder Scrolls game that had level scaling. It's just extremely lazy design that ruins any sense of progress/immersion. In Oblivion/Skyrim there are plenty of mods that remove the scaling, and end up with worlds that are vastly more interesting and immersive. I highly recommend Requiem.