Not to sound mean, but you type lots and make little sense. Going HELL NO to level scaling then going to respawning and saying will stomp it.. well yeah, that is where level scaling comes into play. To keep it a challenge. But I can see Divinity Original Sin 2 will be just another rush through to the end credits game.
Level scaling is one of those things that's divisive because it can be done so badly, but other times it works incredibly well. For me, Oblivion was a good example of both: vanilla, out of the box, its level scaling was rather poor: it got to the point where I thought "why am I even bothering?" as the scaled baddies sometimes changed appearance but the challenge was always the same and the rewards eventually became inconsequential.
But the game engine itself offered incredibly flexible level scaling, as some of the overhauls such as OOO demonstrated, and they took a somewhat turgid game and made it incredible. There was actually a challenge, and for the first few levels I daren't venture off Imperial Isle, and then at higher levels I could just swat the more annoying enemies away without them becoming tedious. But there was always a challenge if I went looking for it.
For me, that proved that level scaling
can work and can keep a game interesting. But if done badly (or overly cautiously, or whatever) it can also ruin an otherwise good game.