Yeah, and it's not like the idea of scaling difficulty is anything new as far as Indivisible is concerned anyway. It already happens in the Prototype! Even if we assumed the difficulty of those critters was based directly on the current stats of the team (Ajna's equipment + number of members + number of actions), the difficulty curve would still reflect a majority of playthroughs.
But the degree of scaling doesn't have to be static for an area either. Let's imagine that all Ghosts and Ahps in the Prototype scaled according to Ajna's equipment+teammates whenever she first encountered them (Ghosts = Blue to Purple, Ahps = Black to Gray). However, at all times, the Yellow Ghost, the Blonde Ahps, the Ogres, Rodney, and the Boss never change. If Ajna doesn't fight, the overall collection of enemies would be a bit easier, and offer her more opportunities to safely "level up" throughout the temple, but it'd still be almost impossible for solo-Ajna to beat without applying those advanced Zen strats. So here, the stage scales to the player's situation, retains a degree of challenge, and is beatable at all times, but it still demands certain levels of player skill/knowledge in order to actually be completed.
Now obviously we know that the Prototype doesn't reflect the upgrade systems planned for the real game, but I think it's still a reminder that Lab Zero has a pretty good idea of how they wanna handle this thing.