Just to be clear, there shouldn’t be any code soup to save today.
Assuming you are following best practices setting up your global data variables shown in the saving your game tutorials (they are all children variables of a parent ‘GameData’ structure variable) it is only one action to save your data.
If for some reason you are absolutely needing to save every position on your scene, you just need the objects you want to save in a single object group (named something like ‘SavePosition’) and then you can just use a single ‘for each’ event to save their object ID and position into a saved structure variable. (You’d be setting up object ID variables on your objects, but you generally should be doing that anyway)
Loading would basically be the same complexity, although you’d probably have two actions for each of the above. For the global variables, one to load into a temporary scene variable, and one to override your global GameData variable with that temp scene variable .
For the objects, you have an action to load into a temporary scene variable, then a for each child action to parse through the structure variable, checking that the ID of the child matches the ID of the Object, and just setting its position.
Overall you are looking at maybe 2 or 3 actions to save (likely 1-2 events total), and maybe 3-5 to load (likely again, maybe 2 events total) This is substantially less than what you’d have to do with a ‘no save’ action having to go through all of your stuff if you were doing it the other way.