Yes, but not all limitations are a bad things ; in fact, on the contrary, many limitations (not all) are actually what make a game interesting. The limitations provided by a non-scaled system are what make it feel more realistic/consistent/believable and increase the fun of and immersion.
I don't know of any limitation that the "static" system Fallout provided which actually would have been improved by level scaling.
I'm also not supporting the MMO way, which is to define arbitrary zones as being of "level X to Y", and then stuffing in creatures and stretch them to these levels (hence having gnolls lvl 40 because they are in the "lvl 40 zone" and drakes lvl 20 because they are in the "lvl 20 zone".
What I support is a "logical/sensical" world, where creatures have level corresponding to their logical strength (a dragon is a lot stronger than a giant which is a lot stronger than a wolf which is about the same strength as a wardog, etc.) and are found in their logical places (wolves are found in the wilderness, mountain lions, well, in mountains, boars in forests, bandits in ambush positions or in their stronghold, etc.). Just a world that feels logical, and hence is much more immersive.
Well you essentially have that, the only difference is that rather than dictating what level things are based on some generic and ultimatly very predictable formula that people would figuire out, write wiki's and guides on to show you where you should be at which level creating a path for you to follow. In Skyrim you can go whever you want and know that the content will be appropriate.
I see this kind of logic to where people try to make comparison... bear is strong than wolf.. mamamoth is stronger than bear. thats all well and good when you can actually apply some real world logic to it.. but where it breaks down is when you start making things with no real world knowledge, rather than animals for example NPC's and monsters. Orc is stronger than Hobgoblin? Mages stronger than warriors? Necromancers stronger than Spear wielding Kobolts? What level is a Kobolt? An Orc? Hobgobblin? How does a player determine their strengths? Die and relaod? Does that sound like an emersive way to introduce people to those monsters... via game reloads after being frustratingly killed and pulled out of the emersive gameworld? The point here is that this is where Con systems in MMO's come from, so that you can identify the releative strength of a random mob you run up on because without it you would effectively have to attack something and see if your strong enough to kill it. The same thing would happen in a single player game. You run up on a keep full of bandits? Do all bandits have a default strength or level? If not what level is this keep? Is the only way to find out to go in get killed and reload the game to a save when you die than guess at what level you might be able to come back? What about questing? Why would an NPC give you a quest for a level 20 dungeon when you are only level 10? And how would you know its a level 20 dungeon unless the NPC revealed to you.. hey this is level 20? Again emersion issues.
See its not all that emersive to either know that a wolf is weak so after level 5 they are no problem, anymore than it is to walk into a keep and have no idea how strong anything is and whether or not you are actually ready to be their.. Unless you are talking about applying real world logic in which case you would have to always say "well a keep full of bandits is going to be too tough for me.. because their are more of them!, so that place is to be avoided" and hence you loose the ability to be a hero and your just another peasant avoiding trouble.
It just doesn't work... its a broken system and developers have been trying to find ways to fix it for years. Level scaling is one way... the various Conn systems that tell you what level stuff is, is another fix. Straight up "you can't go there your not high enough level" is another way I have seen it done or just basic linear progression.
I would challenge you to name a game in which a static system actually works in an open world enviroment? I would be curious to have an example of what you see as "the right way" to do it.