The quote from this post's title seems to suggest that the problem that Oblivion had will remain, and that dungeons will still be predictable in the sense that you'll know going in that the monsters inside are probably going to be around the same level as yourself. So still no more Morrowind-style dungeon-crawling where the enemies are sometimes far more powerful than you are, and where it's only by a great deal of effort and a large dose of luck that you occasionally somehow manage to sneak your way past everyone to snag the unique, hand-placed loot hidden inside. It looks like this most joyful of gameplay elements from Morrowind, sorely lacking in Oblivion, will again not be making a return.
However, I don't think that we have any word yet on whether the loot found within dungeons will also, like the enemies, be levelled to the player-character's level. I can just about accept the enemies within dungeons being levelled to the player-character, but I really hope that Bethesda have learned from the levelled-loot fiasco in Oblivion, and make dungeon-crawling feel worthwhile. In Oblivion I very quickly realised that unless a quest asks you to dungeon-crawl, it's really not worth the effort, as the rewards for doing so were so often both uninspiring and hugely predictable.
Now, I know that dungeon-crawling is not the be-all-and-end-all, and I have no doubts at all that whatever Bethesda serve up, it's going to be very well done and hugely enjoyable. I just can't really see how having the enemies and loot in dungeons levelled to the player-character will make them enticing places to explore. I want to pass a dunegon and become giddy with excitement at what I might find lurking within, not shaking my head in a derisory manner as I stroll past, firm in the knowledge that it would be a fruitless exercise.