I don't think you understand
Man your rebuttals, so thick with detail. Games like Morrowind and Skyrim have tons of trash combat as you move about the world be their very design. Even Gothic has this, they just slowly remove it from the endgame via no respawn. You wanting more specifically designed encounters
in the open world traversal sections is a very "linear versus non-linear" argument. To have no filler bandits on the roads Skyrim would literally have to completely change the kind of game it is.
Their options according to most are to have that filler traversal combat be scaled or not scaled. Both present specific challenges. If the swamp enemies are always level 20 then no one will do the swamp until at least level 10 or whatever, and doing the swamp past level 25 yields no challenge or reward. This has a certain appeal certainly, but it also has the downside of making the swamp a static and set location you'll probably usually do around the same time. Completely non-scaled results in the same level of challenge throughout the game, and as Oblivion showed it feels unrealistic and boring, and leads to issues like poor combat characters being outgunned by the enemies at all times. Nothing feels dangerous or unique.
However there is a secret third option people in this argument like to ignore: the almighty combination of scaled and not-scaled. What if the roads and other common paths in the swamp were scaled to a degree. You would see tougher enemies as you rise in levels, but also a mixture of lower level enemies. Then also what if there were parts of the swamp, say near the mountain or deeper in, perhaps around that witches' hut, where the enemies are always level 25? And what if there were random enemy spawns of higher level enemies, scaled to always be challenging, say "player level +5" or something. These combinations of scaled and not-scaled encounters make the world always feel dangerous, make filler combat varied and interesting, make the common areas of all "zones" accessible for exploration and still contain risky, challenging areas with higher level loot for those who can handle the challenge.
In other words: use all your tools to make the best game world possible. Scaling is a tool that can have positive functions, but you treat it as black and white. New Vegas and Skyrim both attempted to use scaling and static together to create a varied, challenging but also non-linear open world. Both succeeded and failed in different areas, and there is vast room for improvement, but the idea is sound.