Don't be lazy ... look around.
P.S. It's only bad for 1 fork out of 5. :P
Yes, it's bad for the unique fork. The others that follow the same pattern as each other are the ones that people want to use. That's the joke.
You scale mobs based on location in a linear fashion because it's intuitive. You can make a challenging game that doesn't do stupid **** like FFXIV. If you want people to stay with the game, you need a hook. It needs to start EASY so that people stick around and pay money long enough to get to the harder stuff. SE isn't going to win over many people by kicking their asses from day 1. It's annoying, confusing, and discouraging. Those are words you absolutely do NOT want to use to describe an MMO, because that will lead to its demise.
There are many more reasons why it's a bad system. Just from a pure gameplay perspective, if you're shuffling mobs around so that there are certain difficulties everywhere, it's going to implicitly slow down the leveling process. What was the #1 merit camp in FFXI before the level cap change f*cked everything up? Greater Colibri. Like it or not, it was the most reliable way to grind out merit points. You could say that "oh with xyz outside support and this exact setup we could be doing better at <other camp>", but over time the most reliable default method was a camp that had a dense arrangement of appropriately leveled mobs, and the bird camp did this better than any other. The mamool camp was filled with lower level Puks that aggroed to everything and gave crappy exp resulting in low exp/hour. Why on earth would you want them to be so weak that they'd give no exp at all? You're just filling up a potential exp camp with garbage that nobody needs or wants.
Unfortunately, SE has said that that they want people moving around in the game when leveling, so this probably won't change. As opposed to FFXI where people typically formed a camp and pulled mobs in, they want FFXIV to require players continue moving to each mob. Which is bad for several reasons now, because that'll very likely result in lowball fatigue levels, because SE is predicting people will spend half their time running rather than fighting. So if you do happen to find one decent camp, the fatigue system will ensure that you can't take advantage of it anyway.