Hm,
as long as none of the RED's gives us more concrete information this is all gonna be based on assumptions, which makes a discussion kinda difficult.
My POV:
I get the problem, but the "common player" does not take 10+deaths to ticklekill an obviously too high level monster. the comon guy might get aggrovated by the fact, that after he "wasted" so much time, he got "useless" loot (which is not always gonna be the case - think ingredients, money, xp, etc).
The "psychopath" player who will take the challenge, will be like "yeah! got the kill" and maybe be like "whow, this is cool - this could actually be something to build a skillset around". The planning part is the same sort of satisfaction the grindkill brings. Remember in DiabloII the feeling when building a Frozen Orb Sorc, for example? when reaching Level 32 (Iirc) and immediatle dumping a lot of saved skillpoints and finally being able to actually contribute to the party, growing super powerful in the next few levels and thinking "phuh, now it's time to go shed some blood"?
I get the need of somehow balancing the world, not only against stealing and "lucking out" on stuff - it will keep the story more immersive, make the player more predictable and thus the game more "coherent", etc...
Now, I understand the (very commendable and indeed necessary) idea of wanting to kinda encourage and directly reward the lucky grinder or skillful player. I just do not get why the weapon would not scale up to the "original" stats then, as in m first playthrough if I find a weapon through a grindkill that would inspire me to change my tactis, I'll be like - "well shit, shoulda knew this drop earlier and killed way later". This makes the original incentive for the challenging beasts - e.g. really unique and cool loot a very double edged and (in the beginning of the game's life) a very unpredictable sword (its a pun).
The obvious solution (which I feel might actually be implemented) is to make the weapon scale back to it's original state. That would give a real boost to the charater after the kill, lower the risk of running into the perfect ger too early for proper application, and really heavily motivate to accept a challenge - as you are guaranteed to be able to use the loot without risk. All while keeping the balance relatively intact.
If the gear dropped is not at least partiall "unique" in some way and easil replacable, why really bother killing (even later?) - this will again lock the "common" player they wanted to include into this cycle of testing your skills out (as the pushing ingredient is missing). If the loot is unique, the "planners" might end up avoiding the bigger monsters alltogether until a certain level is reached, but then you'll be like "ah damn, cool gear but my skillset is a total mismatch".
Mght be cool for
@Kinley to include this in the q&a?