In morrowind there was level scaling till about lvl10....lvl15 at most.......it helped easy you into the game, and get your equipment befor the true horrors started appearing.
That being said, at any low level daedric ruins were always well above your level, bandits and smugglers were hard in the begining , but as you matched their level and gear you started getting the upper hand on them. Later as you continued to level, those powerful orcs were your new threat.
As you go more powerful, more dangerous areas opened up.....Red Mountain treks were long, hard and very rewarding....it was an area you started going into after you were able to match it with most common NPCs. Then when you did meet a hard boss or guild leader you had ot take down the fight was hard and properly diffecult.
Some items were a little ot easy to get, but the way morrowind handled level scaling, aka mostly static, but harder and easier areas is similarto how most MMOs works....because you want ot feel powerful, areas you started in to train from level one should slowly become walks in the park as you move onto bigger and better. Its a system that works fine for some many games, and I just dont understand why bethesda refuses to use this scheme again.
My only gripe about locked dungeons as that I would like to possibility of encountering a really tough dungeon at a low level and run away screaming like a baby, only to come back later to get some revenge.
You missed the point entirely....this means that if you went to the dungeon at level one it would be a challenge but not impossible.....but hwne you come back later the dungeon level is locked to when you first entered....aka level one and you should have no problem beating it.