The Elder Scrolls, infamously. Since they are open-world games, they use heavy level scaling so you can explore wherever you want from the very beginning.
It was alright in Morrowind. There, your level just controlled which enemies appeared, so you wouldn't encounter high-tier daedra in the overworld until your level was in the teens and you actually stood a chance.
Oblivion utterly fucked it up by having everything scale to your level. You could revisit the starting area and a normal bandit would be wearing a full set of magical heavy plate worth tens of thousands of gold while demanding you hand over twenty coins to pass. Combine that with a weird player leveling system that punished you for picking non-combat skills or leveling up as soon as you could, and people loathed Oblivion's leveling mechanics.
Skyrim's scaling was somewhere in the middle, which lead to combat being inoffensively bland the whole way through.
It's in a weird halfway position, though it's less cRPG and more action RPG with each iteration. The character creation in Daggerfall wouldn't be out of place in a tabletop game.
The only one I know that might fit the bill (not really) is Pillars 1. When you've done a lot of the side content, you'll be overleveled, and in the final act the game asks you if enemies should get scaled to your level, so there's still a challenge. But that's still optional and you're not forced to do it.