I have set my V to Level 50(via Console) right at the start of the Game. Nothing is different. Everything scales with you. Every Enemy, very Quest, every Loot drop.Tiered weapons and leveling enemies suck........................period. For the very good reasons mentioned by the OP.
In the case of leveling enemies------------you leveling up is pointless. e.g. You make level 2--the enemies make level 2. You make level 3--the enemies make level 3. What's the point?
A secondary issue of the "leveling/scaled" enemies system is it allows the Devs/Script Writers to take what "appears" to be an open world, and effectively make it a "semi linear" world; by virtue of the player being unable to defeat upscaled enemies in specific areas of the game world. You can tourist all you want in City Center BUT DON'T engae in combat or you'll get your *** handed to you.
Tiered weapons are even more senseless than leveling enemies. e.g. Early on I bought a Legendary katana with 3 mod slots---filled them with more damage, increased chance of crit, and more crit damage. It's a BEAST!!
A day or two later; I've leveled my character up and recover a "uncommon" katana from a dead enemy. The freakin' thing; WITH no MODS; does 150-175 base damage more than my "Legendary" katana i blew all those eddies on! As the kids say........................WTFlip??!!
Not to mention the hours and hours of fun I've had being a "Salvage Yard" Manager. Constantly p***ing around with my inventory to come up with parts to make "Awesome Sauce" to rub on my weapons and/or clothes to upgrade them------only to get another similar item that has higher base damage or armor.
Hopefully, if and when the modding community gets going; there will be mods available to address some of these issues.
So, we have a quite finite set of weapons with randomized stats and bonuses, and overall stat scaling of loot drop, that depends on character's level.
Also we got enemies that scale with character, so, all the parts of the system cancel each other out and in the end we have constant combat dynamics and TTK (time to kill) through the entire game. So, if we ripped this scaling system out of the game, nothing will change, except placebo sense of progression.
Oh yes, and this system makes unique quest items into garbage 2 in hours after you get them.
Does anyone like it? Or would you like to see the system that feels more like New Vegas weapon system - weapons are static, they get bonuses form player's perks and weapon skill, but nothing like order or magnitude increase? So you try different weapons, pick your favourite ones and play with them without need to upgrade them or swap to better drops?
Loot mechanics arent that bad but not that good either.. something def needs a bit of tweak and room for improvements