I'd argue that the scaling environment was NOT more pronounced in earlier editions. In 1e/2e, characters got better at things like picking locks, but the locks largely remained static. I certainly didn't encounter a lot of situations where a thief's Open Locks skill was modified by a tougher lock as they rose in levels. The expectation was more that their skills would improve.
In 1e/2e, saving throw chances improved with the character making the save with only a few instances of penalties being applied to create a higher level adversary (drow poison being a notable example). Otherwise, spells of higher level casters tended to fail more often than lower level ones against an increasingly high level opponent (or PC party). The target numbers saving throws were pretty strictly bound to a 20 point range.
Even AC was typically bounded by that 20 point range in 1e/2e. There may have been a few higher level opponents where the AC got into negative territory, but usually not far. 1e red dragons topped (bottomed?) out at -1. 1e Pit fiends got to -3 (the equivalent of 23 in current terms, a bit better than its current 19). I remember that hitting for fighters really wasn't much of an issue at moderately high levels. By 10th level, with a decent strength bonus (from natural, gauntlet, or girdle), a +2 or +3 weapon, that fighter was hitting AC0 on a 5 or better, so that red dragon on a 6, the pit fiend on an 8. It was only once 3e came along that the lid was ripped off and the natural armor bonus appeared to get monster ACs growing at a similar pace as expected PC attack bonuses.
The scaling of target (AC/DC) to the character was far more characteristic of 3e and 4e as prior editions, much less of 1e/2e.