I don't see how level scaling affects choice and consequences.
Here's an example:
You choose to go to an area, which lore says is populated by creatures that are meant to tear apart inexperienced adventurers.
You end up surviving because level scaling saved your inexperienced ass.
Your choice to go to an area where you're meant to not survive (consequence) is laughed at by level scaling.
Repeat this 1000 times and perhaps things will become more easy to understand for you:
There's nothing wrong with areas that are way too hard to adventure in until you reach a certain level. That's a bit of a stretching of C&C, but I see your point. But that's the kind of poorly implemented level scaling I'm not talking about. I'm asking for monsters to level up to meet you maybe two or three levels. You'll still get decimated if you go east right away to fight the fire undead, but it won't be a breeze if you do all the other content first and find yourself at level 9 when they're level 7 initially (if I recall). They'll be level 9 to meet you, and you can justify that as a choice to focus on other things while knowing an evil is growing more powerful over the days.
That's basically the extent of level scaling I want in D:OS or Larian's future games. Enough to account for completionism or doing things in a slightly different order, but not so much that you could kill the final boss at level 3 because he scales down for you. I don't want any scaling down at all, really, just minor scaling up.