There are two wholly separate issues here: the verisimilitude of the world and the challenges in an RPG. I dislike level scaling because it punishes leveling - it basically forces you to wholesale replace gear, items, etc. every single level or risk falling behind the power-curve. Like in DA2, level-up makes you worse at dodging unless you dump points into cunning. That's bad. But I completely disagree with you that the absence of level scaling makes it feel like there's a world beside the player.
The player, firstly, goes from pushover garbage to demi-god of death. The player - and companions - are the only people in the world who, in less than a few months, go from being threatened by particularly angry cats to (sometimes) literally killing actual gods. But no one else in the world is on any such power-curve. So that hurts the world. Secondly, if the developers don't use the proper epic-scale of enemies as gating encounters, we just wind up with the guards in area E being so OP that they could enslave everything and everyone in areas A-D.
Heres' the thing with "free" exploration without level scaling - it's not actually free. You're pretty much on rails, except the rails are OP enemies in the form of a gating encounter.
Depends on the games you play. The Witcher for example doesn't make use of level scaling and adjusts the level of XP gained from kills by factoring in the players current level (a level 1 Geralt will earn more XP for killing a Drowner than a level 30 Geralt). Again - just to labour a point I half made earlier - that's a system that actively discourages grinding and actually focuses the player on moving the narrative forward.





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