Your repeated comments along these lines would benefit from a bit of context as to what RPGs you are familiar with.
Many RPGs that are innovative story games (HeroQuest revised, Maelstrom Storytelling) use scaling DCs - it is a device for deemphasising operational play and emphasising the thematic and story significance of choices.
Mostly DSA but also Shadowrun or Traveller.
You have a situation and the PCs are let lose to solve (or ignore it). If they encounter a point where skill checks are needed then they are appropriate for the task and not scaled for levels (4E) or story significance.
And combat is just another option which could happen but doesn't have to. 4E made it quite clear that combat is the core of the game and that if you didn't want combat you should gtfo. It even goes so far that they stopped even trying to simulate a world to make combat "better".
And as I said, this combat focus is imo the wrong direction for RPGs as video games do them a lot better (or simple board games if you want to stay offline).
Yes there were skill challenges, but they were broken, as was the skill system in general and lead to mindless dice rolling depending on what skills the DM uses for the challenge.
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