Let's clear this up : you're dead wrong and level scaling is not only NOT a necessity, it's actually a liability that conteract and nullify most of the game. There is no point in having a leveling mechanism in the first place if there is scaling - it just inflates numbers. There is no point in having a huge world to explore with level scaling - there is nothing to actually uncover, because things are adjusted on your level, so there is nothing unique in any dungeons. There is a waste of lore, immersion and progression considering that the relevance of items, skills and the like is linked to your level and not their own value. There is blatant absurdity in the scenario considering that the power scale of foes is completely out of whack and make no sense.
Your arguments are just a bunch of fallacies and caricatures that may convince the simple minds who are unable to see past oversimplified absurdities, but they are not going to make anyone with a bit of reasoning do anything else than /Facepalm.
Was the bolded really necessary? You're not adding strength to your "argument".
As for your "point", there's a point in the leveling system even if scaling is in place because leveling systems in RPGs are much more than difficulty sliders. The most important aspect of leveling is customization.
Even assuming a strict 1:1 scaling progression was enforced (something nobody would advocate I hope), so that every time you level EVERY mob in the game levels with you, a leveling system would still have 90% of its reasons to exist, exactly because it's not a difficulty slider.
Giving an example.
You begin the game, pick up a sword and shield, and go swing at some undead in a tomb, because that's all the option to have.
Now, 20 hours later, even if the mobs scaled with you and you're still taking virtually the same time to down them (as numbers have merely inflated, as you point out), you may be doing so by sneaking around and taking shots with your bow, by using a two handed axe, by summoning elementals while shooting fireballs and so on. Your character "progressed", he's not a grunt with a sword and shield anymore, but he
plays (and gameplay is still king, in a videogame) different. He's an accomplished character, and if he tried to down those mobs with sword and shield after he's spent 20 hours playing a caster, he would be maimed - so the statement that nothing changed is also false.
Leveling systems = character customization, not difficulty sliders. Sure, some progression is fundamental, but it's not all there is to it.
As for the problem with exploring unique places and getting unique items, of course everything has a pro and con. Linear RPGs with strict progressions generally do loot better, as the game knows exactly when you'll get to that place, at which level, and what other options you will have. TES is about freedom; asking to be able to explore everywhere, and to be anything, and then complaining if a certain dungeon doesn't offer upgrades over the blacksmithing craft you've spent 10 hours on is delusional. You can't have the best of both worlds.
You can see it this way if you want: linear RPGs are more fantastic in nature. Later in the game you fight godlike entities that would oneshot your 20-levels-ago persona easily, and you find weapons that deal hundreds of time the damage your first blade did. TES games take a simulational approach: a level 50 fighter isn't dozen times stronger than an ordinary man. A sword, even if magic, is still some pounds of metal, and obeys the laws of physics. Sure, the level 50 character can achieve what ordinary men can only dream of, but if he kills a giant, it's not because he deals hundreds of times the damage an ordinary guy does when swinging a sword, but because he has collected the skills to stay alive long enough to deal a killing blow.
Why do bandits scale in TES? Because a level 50 character still dies if he gets shot in the head with a bow. Sure, you're gonna be much better off then you were at level 1, but because YOU are stronger, not because everything else is weaker.
And here's the explanation of a leveling system in a level-scaled game: things grow up with you, because at level 50 you're still human and you don't have the health of 30 bandits stacked together; but by having a leveling system in place, the person you're playing at level 50 isn't a random guy with a sword, but someone (still human, not godlike) with a phenomenal set of skills.