its hard to find a good ground for such things if u abolish level scaling the game becomes way too predictable for replays, if u make too much u get OB which just makes leveling pointless
so some thing in the middle has to be invented.... skyrim did not get it just right but it got close.
actually no game has done this to my knowledge, its either super hard coded levels or complete scaling crapness
sadly neither side works well. what about areas that are classed as easy, and have their own scale of difficulty, areas classed as hard and have their own scales.
for Example: let's say the first region, the easy one, is a forest, who's main easy enemy is a wolf. Once you reach a certain level, the region would begin spawning another easy, but slightly less so, a bear. This would be in addition to a wolf, or maybe a pack of wolves at the incrased level. But that region would not spawn anything higher than a bear after that level.
then the next region, let's say a desert. It's a bit harder, it's initial main harder enemy may be a giant lizard. once you reach a certain level, the region would start spawing, say, a giant scorpion. The logic would apply here as the previous region. It would keep going up from there with each region.
also, I'm using this in a binary sense, obviously there'd be multiple enemies for each region, not just two.
as for items, I think it may be necessary to just have the developers manually insert special items. The Morrowind system of this was pretty good. Make it difficult for poeple to get, but let it be beneficial once they have it. People complain that low-level characters that get these unique items break the game, or hurt its design.
regardless of whether it was ethical or not, it's still the player's right to decide. So what if it's going to be overpowered for a low-level character, that was part of the beauty of Morrowind. Make it difficult, like Morrowind made it to get Deadric, or those Dwarven boots of levitation, it'll make the reward that much sweeter for the player.