It's good they did this, but why then add level scaling on top of it? From what I've read most of the dungeons are scaled to the player the moment they enter (including the loot). Why? I've also heard talk of the world getting repopulated with stronger enemies as the player levels up. Again, if the world was initially designed with different levels of difficulty in different areas, why do this?
So that if you walk into a dungeon you can finish it. So that walking through areas you already completed is not brain-dead easy. They are concessions toward accessibility. You and I might not like it, but it's not hard to see why they make the decisions they do considering it is a mainstream franchise.
Like most of these kinds of topics, the question more is about why people like these things than why companies that want to make money serve the larger audience. That last question isn't a question at all.
Also, loot scaling is one of my biggest complaints of all when it comes to level scaling. It often makes going through different dungeons feel pointless, as you're just going to find the same stuff regardless of what dungeon you explore, and it's all going to be scaled to your current level- no challenging yourself with a tougher dungeon to get nicer loot. It's good they brought back at least some
hand-placed loot, but the fact that you compared the loot scaling in Skyrim to that in Oblivion doesn't sound very good.
It's a mix, and more toward Oblivion than Morrowind unfortunately, but at least it's a mix. There is hand-placed loot about, some of it really good for how soon you can get it. Daedric quests have no level requirement and give you the same reward at all levels I believe. Still, every chest that is not quest related is randomized based on your level. I don't think they will ever shy away from that.
You can get some high level stuff with some luck though. As someone posted before, I think it goes something like "between levels X and Y you have a Z% chance of getting ebony" and so on.