There is always going to be some kind of level scaling in an RPG. I just think it's a matter of what kind of scaling you're using.
The kind that everything in the world just levels up when you level up fucking sucks. It completely kills any sense of power progression since your power level stays pretty much the same comparatively.
The kind where the enemies are just static levels based on where they are is better. You can still freely go to those areas, you just aren't likely to survive until you actually get stronger. And as you get stronger, you can literally feel the power gains as areas you were getting your ass beat down in have the turn tables and you start beating their asses.
Scaling done by just creating a single archetype and then doing math to it also kinda sucks. It doesn't ruin fun factors, or anything, it just seems lazy. Give the new enemy type it's own stat block instead of just being another guy with bigger number. Unless your game has so many enemies that "same guy, bigger number" is inevitable, I don't like it.