I have found myself having to cut through large swaths of enemies well below my level because my party was fighting over their weight after missing whole areas. This is really underlining the loot system as I can safely ignore EVERY PIECE.
Still, I like the openness. I tend to beat these games completely off script and I follow my whims.
D:OS to me is openness done wrong. Yes, you can go tackle the harder areas first - this is cool. However, coming back to earlier areas (which you will, if you want to complete the story) you'll be rewarded with a complete snoozefest.
Uh.. so you want level scaling?
A non-sequitur right there.
I want openness done right, or not done at all. It's clear D:OS makers had a clear path in mind for you to take through the first two areas and you'd be punished with a lopsided difficulty curve if you wandered around, like I did.
I love open environments and freedom of exploration, so in D:OS I ran around the Cyseal area running into things far above my level - dying, reloading, finding the right approach etc. was hard, but rewarding. I don't mind the 'find 100 ways to screw with the dumb AI' game when it's fresh and the odds are against you. However, soon I realized I missed Black Cove and went to explore there at level 10 - bam, everything there is level 7 and it's 3-4 hours of my life wasted on trash combat. Same with the winter zone that I didn't find until I was almost done with Silverglen; the Frost King died in one round. Another 6+ hours of trash combat. Why didn't they at least bother to put one optional, harder enemy in the easy areas to spice things up (e.g. BG2 had Liches hidden around)? I hate to say it, but RTwP handles trash combat much better.
Let's not even talk about the fact your characters become immortal/godlike once you get the 'right' skills/spells. I'm sure it was mentioned in this thread too many times already.
First 10 hours: "this is a 10/10 RPG, finally!"
20: "well it has many flaws but it also has fun turn-based combat, fun writing and a great soundtrack! 9/10"
30: "I hope it gets more challenging, this is turning into a slog. 8/10"
Final 40-50: "I hope this will be over soon. Good for what it is, at least. 7/10"
Openness is fine with good encounter/system design, e.g. in Gothics being stronger simply means you can end monsters faster but you can die just as easy if you're not careful. You feel powerful but not all-too-powerful. Hell, in the original Divinity the threat of death was always real. That was openness done *right*, or at least not as disastrously wrong as in D:OS where lower level/equal level things are never a threat.
I'm actually in the minority here I think since I liked the tongue-in-cheek writing for the most part. I didn't mind the simple plot. I loved the challenge and the freedom of exploration for the first 1/4 of the game. However, I don't think I'll ever replay it unless there are some really good mods to fix combat, encounter design, broken skills and the dumb AI.