You know what's often the funny part? The "necessity" to gate things this way is often almost entirely self-inflicted, under the assumption that "numbers need to escalate constantly to keep players engaged".
Which is honestly not true.
It's fine in MMO's and Diablo-likes. These games do not have engaging storytelling/worlds, so instead they addict players to the "grind" with systems of loot/progression that constantly drive the player...
more DPS, more DPS!!!
They are also
not designed to be Immersive, so enemy level scaling and level gating of equipment, are a non issue.
But it's horrible way to go for Single Player RPGs. You can have one player that does everything there is in the game and another that plays bare minimum ( main quest)...how do you balance gameplay/difficulty for both at the same time?
Only one solution: Level Scaling...which completely works against player progression.
CDPR's designers had a very naive idea how to resolve it (in Witcher)...
Hey, let's use partial lvl scaling so that enemies get de/buffs within 6 lvl range of Geralt!
But the game was simply too humongous for that( as Cyberpunk will, no doubt, be), so plenty of players overlevelled everything anyway.
So they added restrictive skill "equipping" sets ( as grand Witcher can't remember to use more than few skills at the time...but it only made progression worse by not allowing you to use all you gain by levelling.
So they added loot scaling tied to player level...but this made defeating weak opponents as rewarding as difficult encounters
So they added quest experience lvl scaling...but being overlevelled made you receive nothing at all
So they added lvl based gear restrictions...but this turned ton of gear simply worthless as you'd usually find something better anyway, before you can equip ( whatever you were holding in inventory)
And finally they had to add Global lvl scaling ( as menu option)...but this negates char progression and makes plenty of enemies stupidly OP
This kind of reminds me of one of those Communist regimes economy crashes: Main currency gets insanely inflated, so they invent different counter measures while completely ignoring the core problem that's causing it... and they fix nothing and only end up making an even bigger mess.
Please, for the love of god, CDPR,
do not do this.
Vertical scaling of gear/player/enemy stats and open world rpgs are fundamentally incompatible and do not work together.