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Get FO4edit it will load all your active plugins and error if there is any problems, then you can see the problem file in the log.
If you do all that and still cannot locate the issue, disable half your mods, see if the game runs fine, start a new game to do this and see if you force it to crash with half your mods loaded, if it still crashes reactivate the first half and disable the rest and repeat, keep doing in halves and keep testing until you narrow down the problem file/s.
Merging patches, assuming you need a bunch, is an easy way to cut the plugin list. The hard limit is 256 plugins, however Fallout4.esm must be loaded, obviously. ESL now takes up a slot as well. The true number is actually 254 plugins. If you use all DLC it's 249 additional plugins. There is absolutely no way to go over this. Period.
For ESL's, you'll likely get crashes or other issues if you have more than 200 installed with an already near maxed mod list. Getting more technical, it just depends on the mods, though the true limit of ESL's is much higher if it's possible to even have that many.
You can have esl/esl-flagged esps and those can be up to 4k. And 255 esp plugins.
When it comes to plugins though, the game might have issues going through them and it might affect performance, even if the plugins were empty and contain no real data. Just the fact that the game loads them can affect performance. This was fixed in Skyrim Special Edition by a mod, not sure about FO4 though.
Edit: in case you replaced world meshes, you NEED to regenerate the precombines, otherwise you'd get crashes and the performance would suffer greatly.
The number of mods isn't important as long as you stay under the limit. It's what those mods do that is. Break a single precombine and you can easily kill the game (get's even better when you break them all with scrap everything). Add a single weapon and you can have hundreds before you get issues.