I think levels are an archaic system of a false sense of progression honestly.
The worst level scaling I have seen was in Oblivion, a rat 1 was always a threat no matter how high I leveled.
I think targets should maintain a level of difficulty and skills/gear/knowledge adapt how the fight is done over time. Increase health pools or damage done per level will either make half of the game (or more) meaningless as you level and you just ignore it, or it makes all of the game "immersion breaking" if they scale with you.
A rat should be as hard as a rat is to fight, nothing more. Even at level 1 they shouldn't be a difficult chore to fight. The difference is, at level 1 I might have a stick and it takes a few more wacks to kill it. At level 50 I should have a nice shiny sharp sword, so now I can lop it's head off.
Now a hoard of rats would be a threat and even if they don't do a lot of damage, there are too many to fight without getting scratched or bit, which could have a disease and debuff/dmg over time. That makes the encounter always interesting and if you get lazy you might get nipped by the single rat, but they do get easier over time as you learn how the rat fights and how to avoid taking damage or reducing the time fought.
So for this scenario in Cyberpunk. A bunch of scavs are a threat regardless. They are under equipped and not organized, but if they get the jump on you they can still kill you. As I get more gear and skills, I have more ways to fight them and maybe at level 1 I can fight a single scav and make it out ok, but 3 scavs are hard to deal with. At level 50 I now have better quickhacks and cybernetics, maybe the scavs are weak to fire and now I have fire based weapons to keep them CCed longer and easier to fight a crowd.
They still can kill me, but I have more tools at my belt to deal with them. You can accomplish this with fight mechanics and strategy. Levels are an illusion that are unnecessary.
If anything, putting some of the skills and quickhacks behind missions instead of just getting exp to earn them would make the world and missions more meaningful as you have to do a job to learn a special quick hack that lets you blind targets or learn how to make people cyber psychos at the end of the quest chain.