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Almost all JRPGs are like that.
However some mods can make the game more difficult.
Off the top of my head, Growlanser series is one of the few that involve actual strategy (there are some more I just can't recall off top of head right now).
Granted, usually these type of games may have special bosses with unique designs to reinforce learning tricks/builds/strategies to beat them but it is usually linear in approach for the most part, for example Ruby Weapon as mentioned by moeddi has specific design elements that make the approach much more linear and incline towards specific strategies (of course with some wiggle room in exact application, efficiency, etc.).
To me tho, and I know that I said FFVII and Tactics, under leveled bosses towards the end of the game have always been my issue with FF games up to FFXII, the last FF that I've played. You can level high and get a ton of high end gear, but it doesn't matter if the content doesn't match up.
I'm not suggesting a level sync or anything, however I do feel that the last 2 or 3 bosses in a FF game should at least be in the level 90's range.
I like FF8's scaling system for this, though I think it is too light, and FF7's idea of massively boosting Sephiroth at max level (however, still doesn't account for other bosses and I think his patterns could change with scaling too to make it a little less basic).
The only "problematic" thing is that it's over 20 years old. Someone playing this game blind for the first time isn't going to find Big Guard or max out HP Plus materia