Am I reading this right? Is 2015 Codex arguing for level-scaling? If you mean removing levels entirely and just making it an action game that is fine, but goddamn, otherwise...
One Ivan doesn't represent Codex.
Still, while I don't like focusing RPG desing around levels overall (I prefer skillpoint-per-experience based progression, it's more fluid IMO, there are other clever systems as well), I still can see when it's done well and cleverly and when it's done dumb and lazy. Levels can give characters more tools at their disposal, unlock some specific skills and make your character overall stronger by extending his tactical options (the clever option). They can also make him stronger and more resistant without any change to how the character acts in combat (the dumb and lazy option).
While the first option is graduadly enriching the gameplay and makes the battles more and more complex, as higher level enemies also have more options at their disposal, the second option can only serve as means to gate the content - you cannot beat me until you spend enough time in lower level content to get past sufficient damage threshold. Why would devs gate the content this way in such open-world RPG as Witcher 3 tries to be is beyond me. You can still build some kind of default route for players, but give freedom for the sake of replayability (i.e. Fallout 1&2).
Level-scaling is the latter option but without content gating. It doesn't even serve any mean so it's not only dumb, but also pointless.
See? There are still people here who understand.