Unity supports loading of several scenes, and it might be possible to load one, make changes and unload it, but it looks like it’s the wrong approach.
I think you should store the objects in question in global variables or player preferences, destroy/deactivate them in the current scene and instantiate them as soon you enter the new scene. A more robust way to this might be writing the objects into a scriptable object, and then load them from that scriptable object again.