Right-on Mikus.
Morrowind, want a challange, go to a higher-level area.
Oblivion... well, you're screwed, there are no 'x areas' all and everything is the same. Progress they call it.
If you want a challenge, why not just alter the difficulty setting of the game?
And yes, this may surprise surprise you but I actually prefer that if I enter a low area I can get around it unscathed.
Also known as "wasted content".
I just hate games who to make you 'always challenged' (as you call it) keep fighting the same monotoneous fights in areas you've already long cleared and just pass by to go back for one reason or another (usually a quest).
You seem to be referring to respawning mechanics, which has nothing to do with level scaling. The two designs are not joined at the hip.
Sure, a higher opponent for that specific quest that you got beyond the areas level makes sense. But just the same stuff you got before, but NOW the have MORE HP! ("Oh, I am so challenged and intrigued and I love this!" (gamedev thoughts player things!) "Oh, joy, more contentfiller combat to artifically stretch gametime on a cheap way rather than an interesting way" (I would actually think).
You're acting like this exact scenario does not exist outside of games that use level scaling, when it very much does. Again, that is not a design choice brought on by the decision to auto-scale MOBs to the player's level.
This may surprise you, but always meeting foes your level is mindbustingly boring and grating on a player. Variety is the spice of life, and if you're 22 you get 22 foes and you just leveled up to 23, and as response the game gives you 23, well, the game loses all point playing anymore.
Because it's somehow so much more interesting to suddenly be one level above the MOBs? How so? Were you fighting them the whole way through 22 thinking
"this is just boring.. but wait until I get to 23, then it will be the bee's knees.."..?