A few notes on preculling (previs) in FO4:
1) The only mods that could potentially be having an impact are ones with Worldspace (for exterior preculling) or Cell (for interior preculling) records. Should help narrow things down.
2) If a mod has RVIS, VISI, PCMB, XPRI, or XCRI changes (when compared to vanilla), then it messes with preculling/precombineds in some way*.
3) If a mod touches a previously precombined mesh** and doesn't rebuild previs/precombineds, previs and precombineds both will be disabled in that cell. Of note, this should not be your problem, unless the cell also has placed occlusion meshes (one example being the airport, which has screwy culling even without mods).
4) Having the bUseCombinedObjects=0 ini edit without the bUsePreCulledObjects=0 ini edit means that, if you scrap a large, previously precombined mesh, and walk in close to (or through) where it used to be in such a way that your vision would have been blocked, things will flicker in and out of view. This ini edit (either one, but the relevant one for your issue is the CombinedObjects one) actually disables the automatic disabling mentioned above (point 3). The Preculled ini edit can cause similar problems in interior cells, but that doesn't appear to be your issue. If you don't have the ini edit in your Fallou4.ini or Fallout4Custom.ini, make sure it isn't in any mod-specific ini.***
*New values in PCMB, VISI, or RVIS means they rebuilt previs/precombineds. If they aren't the last mod to touch that cell, expect problems.
**easy to see in FO4Edit because the reference will show up with brackets, e.g. [Placed Object] vs Placed Object
***I recommend against either ini unless you are absolutely sure you need it. Even for a mod like Conquest (or any other mod that lets you drop a workbench anywhere so you can scrap the world), I would recommend this mod, which has teh same effect as using both ini edits in exterior cells only, and doesn't trigger any graphical glitches in interior cells.