Save multiple gameObjects state

What do you think is the best way to save the state of a scene? I mean the position / rotation and “state” of a “Item” genic class (energy etc …). Where there could be hundreds of items and also “new”, that is spawned during the gameplay.
I know the serialization (binary, xml, playerPref) … well etc … I would like to know the most used logic in these cases, bearing in mind that there must also be more “save games”, more scenes and therefore more save folders.
Do you generate a file for each object? A list of objects to be repawned to the load of the scene?
Is there a system like prefabs, like “Scene Variant”?
For exaple, iIf the scene has never been visited, is it not necessary to read the savegame of that scene and for that savegame?
In short, what is the most correct technique?

There’s no “most correct” technique.

In general, you’re supposed to keep tabs on objects that might need to be serialzied, and store absolute minimum information needed to rebuild the scene.

For example, if a brick is thrown, and you want to serialize it mig-flight, you only need to store position, orientation, velocity and some sort of “index” which will denote what kind of brick that is from the list of predetermined object you have in the game. That “index” will allow you to spawn a prefab, and prefab will already store things like correct mass and collider configuration.

Also…

I would go with list of objects to respawn, and in addition to that, some sort of “world state” which could be player name, player health, player avatar configuration or quest flags if applies.

File for each object is overkill, because it will slow down loading significantly, as there can be thousands of objects.
A human readable format can be decent for debugging, and at later date you can simply compress it rather than switching to binary. However, implementing a generic serizliation interface that can write as human readable and binary is also possible.

Thanks for the answers.
As I imagined there is no universal way to save the state of a scene.