There is always a better solution. I agree with the OP. I hate fights that have you just pumping round after round into an enemy. It's, frankly, boring. And non-immersive.
I agree that most RPG's have done this to certain extents. But there are many that have not:
- All of the old Ultima games featured very little in the way of super powerful enemies with 10,000 HP after U4. And yet combat in these games was brutal. It was meant to be fast and frightening -- you were always at risk of losing progress.
- The Thief series (not counting the latest..."attempt") were great in that you "leveled up" by acquiring better gear. If you were ever faced by 2-3 opponents, you'd better run like hell. You had to defeat them using other skills...or just never be seen.
- Deus Ex (again, the original, not the "sequels and reboots") could be played through from beginning to end...with a 9mm pistol. I could take down 25 tons of military-grade attack robot with the little crossbow mounted on my wrist. Or just hack a terminal and turn it on the enemy.
- The Gothic series was masterful at creating areas that posed a good challenge once you were ready. It never became "too easy" as you leveled up, nor did fights ever consist of clicking "LMB, LMB, RMB" for 21 minutes straight. (Maybe a bit, but only early on.)
I think having only damage scaling is a nice solution. I say, what's more exciting? --
a.) two characters running back-and-forth, back-and-forth, firing rocket after rocket and emptying 2 complete belts of ammo through a minigun while nothing apparently happens until someone finally drops dead
b.) two characters diving from cover to cover taking snap shots at each other before ducking down again, because both know: the first one to get hit is goner.