Lycanthrope - You're talking about level-scaling, which is something different. Level-scaling is when all enemies are adjusted based on your level at the time you enter a zone. The effect is that the first time you enter an area, no matter where it is, you'll always encounter enemies at your level.

onyhow is talking about Experience scaling, which is where enemies can be at many different levels, and the difference between their level and yours determines how much XP you get for killing them. That system rewards you for killing enemies higher level than you are. The effect is that no matter how many optional things you do, you'll wind up at about the same level.

Divine Divinity had experience scaling for both quests and enemies, Divinity 2 had experience scaling for enemies, but fixed experience for quests.

I can agree with the idea of a fixed-experience system for enemies. What about using experience scaling for quests, because of the open-world system that lets you wander around and forget about quests until later?