I don’t think that's even a problem necessarily.
The original Dungeon Siege (which was called an ARPG) threw progressively harder monsters at you, and was entirely linear, but it was still possible to find yourself over-leveled or under-leveled depending how you built your party.
Dungeon Siege used a learn-by-doing system, and was entirely combat-based, so you gained strength by successfully attacking things. But you were in control of the size of the party (and the number of combatants in it). If you filled it with 8 combatants, the game would grow harder as you went, as the characters didn't gain enough strength individually to keep up with the game. You'd also have subpar equipment, since you couldn't carry enough loot.
But, if you used a full party of two combatants, a non-combatant healer, and 5 pack mules, you'd walk over the second half of the game.
I don't personally see an issue with allowing a player to over/under level content in a RPG, or with having certain setups which are easier than others. I was mostly talking about character builds that make combat faceroll easy being a balance issue rather than a reality of stat based combat systems. That and the idea that just because it is a stat based system does not automatically mean you can overpower the enemy with superior stats.
Which I'm not really a fan of builds that break combat that badly, even in single-player games. I know I don't have to build my character that way, but sometimes it's unavoidable if I want a certain playstyle and my general rule when it comes to difficulty in video games is that I should never have to intentionally gimp my character setup to get a proper challenge.
Skyrim had this issue where stealth was broken. There's usually at least one thing in a Bethesda game that's broken in terms of balance.





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