botw/totk is a terrible example in favor of level scaling and people should stop using it to say pokemon needs it.
for one, botw/totk peak early on because you don't have much shit and you're actually playing by scavenging which is awesome and what the game intends. theoretically level scaling should keep the game feeling scrappy, and keep that difficulty the same, but
it doesn't "normalize" the difficulty throughout the game, it just makes the entire map feel pretty much the same
you're supgrading your armor, getting pages of healing items, having much better weaponry and you can even increase how many weapons/bows/shields you have- in fact, your types of arrow and quantity varies
while the bokoblin is spongier to take the higher level of hits, i'm still at a place where i am fundamentally not at the same "level"; im not just getting items that increase my damage output
15 hours into botw/totk and a dungeon under my belt and im at a point where there is fundamentally no combat challenge in the region that can take me on. worse, every area feels the same. im rarely going to get that "im stronger, so i instantly fuck shit up" effect by going back to my starting grounds, especially not because the enemies feel the same anywho- and when im in "tougher" parts of the map at most its just the elements (switch armor) and maybe having to swing a few more times per enemy
imagine if instead of that, the map had areas of different difficulty, especially correlating to how hard it was to get to the area, or how far out from the middle of hyrule you explored- instead of everywhere feeling the same, you have areas of the map that feel dangerous for far longer (before you get even more upgrades) because they had enemies and level design balanced at a much higher level deliberately, and you have several routes that you learn through playthroughs some are harder, some are easier but take more time, giving actual choices that are meaningful
every open world game should take notes from fallout new vegas having the player go to the city, but either choosing the fast path where you get mauled unless you're a really good returning player, or take the long route that is a bit of tutorialization in a matter. not only does it give character to the locations (people remember things being specifically harder! how many times do you hear people say "yeah, this area on botw's map? that gave me a tough time! haha, memories" [they don't, because everywhere feels the same; at most an annoying shrine or two, but never related to combat]) and it just makes sense in worldbuilding
why does the outskirts of a town feel the same as literal fortresses of monsters in difficulty and variety of species, difference in difficulty can give so much life to a world
i love BotW but after a few playthroughs over the years, i never tend to truly finish it
maybe i'll beat a divine beast, maybe two, get strong enough to where i feel busted and then beat ganon and finish the playthrough, but by the time im exploring enough and have 4 divine beasts? i dont get that far because i get bored, the game isn't interesting because there isn't any friction
ironically i think linear games are much more suited to level scaling because open world games are inherently about curiosity while a lot of linear games are designed with people who might not care that much to play with all the systems in mind. open world games should do everything in their power to have a sense of progression linked to exploration, while linear games tend to have more progression just through linear stories, dungeons, etc.; keeping the player in-line sounds much more reasonable when the loss really isn't that big