It's a tough call, though.
Bethesda obviously prioritized wanderlust above over-achievement in their design phase, and Oblivion is the result. By that I mean the ability to play in the sandbox, to go and do any quest at any time is a fundamental design decision that was taken before a line of code was written.
The scaling isn't perfect, but what is? I can see the people on the fringes gnashing their teeth because it wasn't quite enough like Dungeon Seige for them to bemoan Oblivion as a clickfest in that image, too.
I think the simplest way to fix/play the game best is to level up a lot less often than the PC is eligible: after a plot point, say, and only ever one level at a time.
A lot of the complaints are players who have worked out how to metagame (even by accident) and are complaining that they can ... like a fat kid suing the cookie company for making the baking products too tasty!