FYI . . . The notion of linked assets is very fundamental to Blender: you can link to things in other Scenes, or in completely different files. If, for instance, a prop appears throughout the film, you can define the prop once and then link to it. You can also construct sets, which incorporate linked assets, and link to them. (Blender understands multi-level linking.)
The concept has been intrinsic to Blender since its very earliest days as an internal-only tool developed by a now-defunct software company. Learn about it, and how to use it well.
I often use one or more Scenes in a particular blend-file … sometimes the scenes themselves are links … so that I can then link to all or part of those Scenes in other Scenes. The whole idea is to leverage the linking concept to minimize work and to promote consistency between shots. (Especially when you change something, knowing that the change will be instantly reflected by every other file that links(!) to it.)
For instance – if you’ve got lots of uses of a particular Scene, but one which incorporates that “object from another Scene,” one way to describe that “but one” scene is to create a new scene which links to its ancestor (to thereby pick up everything from it), then links to the added asset(s). This new scene becomes a way of grouping the assets (and scenes) from several prior sources, without duplicating anything. Everything is linked, not copied.