Well, it’s good to have an organized file structure anyway. Have all your art in one main folder. Have all your scripts in another, all your prefabs and lvls, etc. Do that well and you’ll eventually end up with one folder called “settings” or something akin to that, and just dump all your settings in here for camera, etc.
Then you’ll find that the only thing that really makes your project unique and tied to that “Project” is the existing scene files, which you could make into a prefab with nested prefabs… So imagine you create an empty object in your scene, child everything under it and make it into a prefab. That prefab is now your existing scene, just without all the scene settings if that makes sense. If you dropped that into a new scene, right clicked it and choose “unpack” (not completely) you will have the same assets in that new scene.
So point is, you can upgrade to the latest unity, create a totally fresh project with no baggage, then dump all your folders from the other project in, dump the prefabs that define your scenes/ levels and boom, you’ll have a super clean bare bones version of Unity with your stuff from your other project. You MIGHT have to use the package exporter to get this to work while selecting all the needed assets, not sure if you can just dump the folders in.
Some things you may need need to set up from scratch depending on if they translate or not: Camera and post processes, scene lighting settings within the inspector, build settings and honestly that’s about it.
You can use windowskey + shift + s to take screenshots of inspector windows from your old scenes so you can see what your old settings were, load up your new build and punch them in again.
TLDR: Make everything into prefabs that you can, organize your scene into folders (this is good advice anyway regardless of moving to a new unity version) Make a fresh scene and dump your prefabs in.
I’ve been through this process before and this was the workflow I used. But honestly there doesn’t tend to be any critical file that will screw up your project, though there could certainly be some setting in the build options or camera settings or who knows where that might be buggering your project.