The intended solution would be to use a different scene for each of these "views". You can have multiple scenes loaded at once by using SceneManager.LoadAsync with the parameter LoadSceneMode.Additive. However, loading a complex scene while the game is running can cause notable loading times. One popular Unity game which is plagued by that issue is Kerbal Space Program.
An alternative option would be to have each of these views in your scene at the same time, but wrap each of them in an own game object. You can then activate and deactivate these objects as needed. This is less memory-friendly, because no matter what the player does, all views are constantly kept in memory. But inactive views shouldn't consume much CPU power, because deactivated game objects are relatively cheap in this regard (not free, though).
Interactions between the different views can be avoided by putting each of them on a different layer. Set the physics collision matrix so that each layer only collides with itself. Use a different camera for each view, and set its culling mask to only render the view the camera is for. If you want to render multiple views at the same time, use the camera Depth and ClearFlags to control in which order they are drawn to the screen.
When it comes to placing the views in your scene space, then you might still want to place them far away from each other to make editing easier. But you shouldn't have to worry about intersection effects during the game anymore.
If you want one view to include a cutout of a different view (like a rendered minimap), have the camera for the sub-view render to a render texture and integrate that texture into the host-view. An alternative solution is to change the camera's viewport to not cover the whole screen.
One thing which might get a bit frickly with this setup could be positional audio. Unity only allows one AudioListener in the scene, which you would usually attach to the main camera. When you want some game object to make noise, you would attach an AudioSource to it, and Unity would make sure the sound plays with the expected volume and stereo panning. But when you have multiple cameras in different locations rendering multiple views which all want to play 3D sound effects, then this is not going to work.
One possible solution could be to build an own audio system similar to the one I described in this answer. Build a separate "sound studio" section in your scene with an AudioListener. If you want to play a sound, spawn a new game object with an audio source near that listener to play the sound and remove it when the sound finished playing.
I'm looking forward to playing your game.