Yes, Witcher 3 also has terrible RPG mechanics suffering from bloat and inconsistent HP pools (level 20 goblins being stronger than early game griffins, give me a fucking break, HP scaling like this is the worst kind of "RPG mechanic" out there).
This has been the case since forever,
always.
In fact, Irenicus would have had his
ass handed to him by regular bar patrons from Throne of Bhaal.
Which is a bad mechanic and shows that horizontal character development is often more fun than excessive vertical development.
But D&D gets a pass because high level gameplay tends to be different enough from low level gameplay: a lot more spells (BG2 had epic mage duels), powerful magic weapons and armors with special effects, etc.
In Assassins Creed Odyssey, combat works essentially the same at high levels as it does at low levels, but it takes a lot longer to take down enemies (or be taken down yourself) because of excessive HP scaling that stands in no relation to damage scaling.
I recently started playing Fallout 4 and it's a reasonably enjoyable action RPG, but it has the same issue. I'm at level 15 now and raiders at my level range take a lot longer to take down (and they take a lot longer to take me down, too) than they used to at low levels. It used to be that 3 close-up shotgun blasts would kill a lightly armored raider, or one stealth headshot would take him out, or half a dozen rifle shots at mid range. I was also a lot more vulnerable myself, being completely shredded by a single grenade, losing half my health against a close-up shotgun blast, etc. But now at mid-level the tension is gone because combat turned from a deadly dance to a lengthy war of attrition where you and your enemies slowly chip away at each other's huge HP pools.
I installed these two mods to make the combat fun again:
https://www.nexusmods.com/fallout4/mods/24313
https://www.nexusmods.com/fallout4/mods/24626?
The issue here is that health gains per level are far higher than damage gains per level, so combat becomes less deadly and more about attrition grind. Usually this also lessens the challenge because when player and enemies are equally spongy, the player wins due to an overabundance of healing items or better tactics. In games with such bogus levels of health scaling, combat stops being fun at high levels, and you stop feeling powerful because it takes ages to take down enemies when it used to just take a couple of hits at low levels.
Again, D&D solves this by giving you plenty of spells that either deal massive amounts of damage, can instakill, can massively debilitate, etc, so combat doesn't lose its tension. But when your system doesn't give the player tools like that and combat essentially plays out the same way it did on low levels except numbers are bigger, it turns into a boring slog and you wish you were back at low levels again because back then it was fun.
Odyssey also had a rebalance mod that un-bloated both your and the enemies' HP (sadly the modder went awol and the mod doesn't work with the most recent patch), which should tell you that the HP bloat was a major issue.
RPG systems that don't have infinitely scaling health are much better than those which do. That Fallout 4 mod that ties health to constitution and severs it from level for both you and all enemies makes the game so much more fun because you no longer encounter bloated enemies that take 500 shots to kill, and if you want to increase your own survivability you must invest your points into constitution (you know, like you're supposed to in an RPG - if you want a thing to increase you invest points in it, to the detriment of other things you could have increased instead).