And that isn't even getting into the fact that the game is flat out broken in the PCs favor. You have so much AP over the opponent in Divinity Original Sin even in Tactics mode you just end up outclassing all the enemies anyway... To the enemies suffer far too much in the action turn economy.
What you describe is an unbalanced character, combat and (as part of it) AP system (beside issues with combat AI) but not a system that is broken in itself; the evaluation of the old system's rules and the relations between its elements can't be based on the scaling issues, unless they aren't a result of the system itself. But I can't see that; we're talking of two different things: 'scale' or 'proportion' and systemical structures (relations between elements). So the problems of the old system don't imply the necessarity to change the system as a whole (which elements it consists of, how they are related, which rules of playing follow from them etc. and how these things are related to other aspects of the game), at least they can't rationalize the design of the new system (what does not mean there can't be reasons to create a system like this).
The reasons why players could easily achieve high amounts of AP and benefit from them in D:OS 1 (speaking of EE here) is how player damage - enemy damage - resistance - vitality - crowd control - stats from equipment were balanced. There was no need to invest many points in constitution (due to equipment boni, easy control of enemies, not enough enemy damage, level multiplicator), so they could be invested in speed and the main attribute. There were no significant benefits from investing in other attributes. So making AP more expensive (notible disadvantages from low values in other attributes in some regards, so high AP builds are difficult but viable) and other attributes more attractive and important would be a way to prevent AP inflation that doesn't have penalties.
Maybe I missed something but as far as I see the new AP system is completely independent from character development? 3 AP per turn, 6 max AP throughout the whole game for every character? So AP economy is reduced to combat actions (always in the same way) and not part of character and party building any more? And every skill has fixed AP costs, independent from character stats? So 3 AP per turn, 6 max AP, same AP costs for skills through the whole game without any possibility to optimize things in regard to AP?
If so, I wouldn't be sure if it was a good decision to separate the AP system from character development (i. e. role identity, too) in an rpg.