It’s funny, if you think about it.
In the end, it’s related to the old debate of doing auto-leveled content. In other words, making the level of enemies and treasures of the areas you explore be dictated by your current level, Bethesda style.
It’s an idea disliked by tons of old school gamers, I also prefer having “static” content in a more handcrafted design. It kills some of the emotion of exploring as wherever your go you know you are going to find, content of your level, not higher, not lower, and it’s cool to find a very high level enemy you have to run away and 20 hours later return and kick his ass, something you can’t do with this model.
But you know what, I understand Bethesda’s train of thought. One of their main features is freedom to explore whatever you want in an open world. Start a new game, and start walking South, to see what you find. Or North. Or East. You can’t really do that with static content, if North has level 5 enemies, East has level 10 and South has level 15, there is a clear “order” of exploration, and the south area is too much for level 1 players, making the option of going South at first “wrong”. They don’t want any of the options in their open world to be “wrong”.
In The Witcher 3, they use static content, at least for enemies and quests, and part of the loot. Like old school gamers want, yay! A real crowd-pleaser.
Except, they have made a design decision which is very much modern and very little “old school”: they wanted their game to be beatable by everyone. By people who cleared the map, but also by people who ignores a good part of the side content. Old school games didn’t work like that, you had to put some real effort to beat them, and you had to take all the possible advantages, and that meant doing whatever content you had to gain a extra level or an extra spell or armor.
And that’s the funny part, the fact they could have fixed it using auto-leveled content. If a player does 40% of the content and level up to 20, the game scales to level 20, if he is a completionist and level up to 30, the game scales up to level 30. But how they didn’t want to use leveled content, and they also wanted their game being beatable by everyone, they made the difficulty low enough that you don’t need to do much of the side content, even if that means that the people that actually completes everything gains too much xp and too much loot and makes the game less enjoyable for them. Because if the design is static, it has to be designed for one type of players, it can’t be both.