I think that’s a pointless goal. And also it might backfire. You can use a lot of functionality for modelling. Let’s say I don’t need animation, OK, but I might need cloth on an object that I am modelling, so I will still need the timeline for simulation. Let’s say I don’t need shading, OK, but I might want to make a procedural texture for displacement to be converted to geometry in a model. OK, so I really don’t need UV mapping for modelling, right? No. Try modelling this without UV mapping. You might not want to use Geometry Nodes at first, but there are cases where they make modelling a lot easier especially when you might want to edit the models in some ways and some tasks even become completely impractical without Geometry Nodes. It might be rare in day to day modelling tasks, but those few times Geometry Nodes might be the deciding factor if something is even possible. Wait a second… Am I really defending Geometry Nodes as a tool for modelling? That’s ridiculous. It’s one of the most powerful tools for modelling in Blender. Some of the add-ons might also use parts of Blender that you might not anticipate when stripping it. And removing stuff will not rewrite and remake thousands of tutorials that might make it even more confusing to learn…
You could probably remove Cycles quite safely, but you can do that without compiling as it’s actually an add-on… I see not much benefit in that to be honest
except for saving some 90 MB of disk space maybe…