I haven't got round to the "recreate zone" action yet, but the last few releases have included bits and pieces to try and improve it whichever way you want to design your game. Also I think render cells are applicable to a wide range of game genres so are a more useful general-purpose tool to have. "Reset persisted objects" wasn't aimed at your request at all, it was for an unrelated request IIRC.
I think jank will be a problem if you create and destroy large numbers of objects at once, and it is difficult to see how that can be worked around. (It's not at all straightforward - you can try and spread out the creations, but then if the game keeps running you may run in to issues where you reach the new area before it's finished creating all its objects, and stuff randomly pops in to existence.) So one of the useful things about render cells is you can use them to avoid having to create and destroy any of your static scenery objects. They can exist over the entire layout and render cells allows the far away ones to have zero performance impact.
So then once we get 'recreate zone' you don't need to use that for any static scenery, just the changing things like enemies and powerups. Ideally that reduces the number of objects to create/destroy at a time to a small enough number as to make the jank unimportant.
Destroying large numbers of objects at once used to be particularly slow, but another recent release made that a lot faster. So I think we're getting there.