Level scaling loot is a TERRIBLE design choice and a mistake.
I just read this bit from an interview with GameTrailers:
You won’t find items you can’t use because you’re too low level. They will automatically scale down to your level if they’re too high for you. For instance the damage of a weapon will be lower, even if they will keep their “cool” elements like setting elements on fire for instance. Once you pick up an item, its stats are set, so it won’t scale back up to its original stats. That said, you’ll always get better loot as you move forward anyway. There’s no need to wait to be the right level before you get an item.
Now, let me be clear about this: I won't ask developers to change this and I know perfectly well it's way too late to reconsider aspects of the game design's at this point.
I just wanted to vent, because as the thread title subtly suggests, I consider autoscaling loot atrociously bad design in a RPG.
It's terrible because it's immersion breaking and it doesn't make much sense; because it makes successive playthrough where you could plan ways to get powerful equipment early on far less entertaining; because it hurts internal consistency; because it will constantly harm and trivialize the joy of reaching your reward with the knowledge it could have been better if you were few levels higher... and so on..
Seriously, there have been features so far with which I agreed to a higher or lesser degree, but this has to be the first one I read about that manages to genuinely kill a bit of my excitement for the game.
When CDPR talked about "finding secret Witcher hideouts with cool rare equipment stored" I was figuring in my head scenarios far more exciting than "Oh, and whatever you'll find there will just autoscale so the early you get stuff, the worse it gets".
This, the idea of "we absolutely need to prevent the player from getting items he can't use yet", is a textbook case of "solution in search of its problem".
You aren't solving any actual issue with it (as I really don't think you'll find a single genuine RPG lover who hates finding powerful items he'll have to wait a bit to use) and actually creating one which is far more annoying.
If you really perceived it as an issue, it would have been a far smarter approach to design your loot to be not so determining to your power level, rather than make it scale.
Or, you know, the even simpler solution: just get rid of level requirements all together, and let the players enjoy the chance to just become very powerful early on if they knew how to.