But the wrong assumption here is that there's something to "invent" and that numeric evidence is what matter. The potentially absurd event (bear is stronger than dragon) never happens because a level 6 dragon and a level 30 bear will never coexist in the game.
And if the practical effect of scaling is that nothing in the game ever changes except your character (as the relative power between monsters stays the same), then the most logical assumption is that scaling is there EXACTLY to make sure the world stays consistent as your character levels up.
The only logical conclusion is that TES isn't following a 1:1 progression between leveling and actual power.
Those absurd events happen all the time, if you fix that in a supposedly good level scaling, that right there will result in absurdities too. Where were all the dragons all this time? Those are all immersion breaking and level scaling has like a million other cons. When someone says level scaling is good, they always give examples of non-scaled parts and I went http://i.imgur.com/54fyc.jpg.
I mean, as a human, I want to be in the middle. I don't want to start from level 1. Rats are level 1. I want to start from level 10 and go to level 30 in a world from level 1 rats to level 50 elder dragons. And I want my progression to pay 100%. And I want the chance to stumble anything, anytime. That doesn't mean level zones or linearity or level scaling or staticness. The examples given, MMOs or Fallout: NV are not like real world now, are they? You can go anywhere in this world and there is a chance to stumble upon a high level enemy. There are places with fixed chances in big picture but by the nature of chance, it is random and dynamic. There are also places with complete random chances too or places which cycles through content, randomly or scheduled. I wouldn't want the game world to be static, I want it to be random and dynamic with an actual simulative system behind it. A chance based system can make it so not everyone would get a daedric artifact just like that, every level will have the same chances. Spend more time in appropriate places and you will get more. See, it balances itself, you don't have to break the world consistency.
I can go to a trip to African savanna, and due to being so unlucky, I can come back without seeing a lion. But if I get a quest detailing a location or a guide, I am more likely to stumble upon those lions, or if I spent too much time searching for those lions. Or maybe I am really lucky and I encountered my first lion in my first day but what are the chances? Filling a zone with lions, just because, isn't my idea of a non scaled world. The guide or quest is where a radiant story like system would interfere with world. Otherwise, if I am exploring I want to have the chance to stumble upon everything, how low that chance is is for level 50 characters doesn't concern me. If you increase that chance, I would be asking where all these lions are coming from. I just want this chance to be there through the game, just like real world has these chances.
These are what would make a simulation with verisimilitude. Fairly complex than a scaling to a number with no significance, right?
And no, Morrowind didn't do everything right either and Skyrim isn't that bad at all.
But these games should away with level scaling because they are open world games, because they are non-linear, because they give freedom to go anywhere, because they are trying to achieve verisimilitude, because they have character progression. These are all reasons for NOT including level scaling. They should stop trying to mimic linear story-line games with fixed challenge curve. This is a game where we write our own stories, I don't want to go through what is appropriate for my level, level for level. Being locked in content is no freedom at all, I am feeling like a prisoner in a world with filler material. I am 100% sure that we can have a system without level scaling and any of those things you are afraid of can be fixed.
I want to have the chance, I want to decide things for myself, this is the kind of freedom I want.