You could create a mod using OAT to replace existing sounds individually instead of modifying the sabs/sabl files. You’d do this by first obtaining the sound alias entry of the sound you’re replacing from the soundbank aliases file generated by dumping the fastfile that references that soundbank, creating your own soundbank aliases file that contains the sound alias entry of the sound you’re replacing, then building the mod and loading it from the in-game mods menu. https://openassettools.dev/guide/using-the-tools.html
Alternatively, you could take the modified sabs/sabl files and place them into %localappdata%\Plutonium\storage\t6\zone