Usually games do not give this option to the player.
Some try to implement this with config files that can be changed by player but this is more to play around.
In those config files you often can set the size and speed of the units.
If you plan to make a game with scalable units, try to implement this as a mechanic if you seriously want players to use it.
If you intend to have the player use this option but not implement it into the gameplay, you can always go for the config approach.
Balancing speed with unit size is hard even when you have full control as a developer.
Giving away this control means you have to plan for players to use a setting that gives them more power or less which only leads to balancing hell.
I always liked the mod approach where you can add new units with different sizes but give them individual stats.
Imagine you have a historical accurate simulator with medieval units in a more or less normal scale.
Now imagine players adding God units or Titans with very different sizes and stats.
It would break the game narrative but it would also be a lot of fun.
Rescaling the units for visual reasons is not a good idea IMHO.
You have to imagine how the player would see those units.
Sure he would have fun if he saw a 30m tall spartan warrior fight against a 50m high lizardman in a big ancient city.
But it would be much more immersive if the units are the same scale as the city.
It all depends on what you want to achieve with this option.
I don't know how Total War handles this exactly but if you want to show less but bigger units, the impact on the performance would be less, so this could be a graphical setting.
But then again you have to make sure that the size of the units don't go overboard and you have more of a godzilla game than a medieval simulator.