Not sure if that would work, the story is part of the main appeal, spiritual successor are usually about gameplay.
So a reboot may welcome as well, but it will be really hard to appeal the fans with it.
I would probably enjoy a spiritual successor to Soul Reaver, because that game was the most interesting gameplay-wise.
The story didn't really become the driving force until SR2 though, and that's what ended up defining the series (by going back and linking directly with Blood Omen into a single arc- while Soul Reaver on its own felt more of a reboot and less of a sequel at first).
I think that's the other big problem we don't really speak about- the games didn't really have an established gameplay formula beyond the loosest "action adventure" genre. The specifics kept changing every iteration as Crystal Dynamics struggled to find a formula that worked. I'm gonna voice a probably unpopular opinion that Soul Reaver 2, while having easily the best Story (with a capital S) out of any games I have ever played, is a total slog of a game when it comes to combat and the majority of puzzles. Even the much-maligned Blood Omen 2 does a better job in gameplay department (I'd rate the games' playability as BO1-SR1-D-BO2-SR2). This was probably another reason why the series was never a breakout hit- because it lacked a core set of gameplay mechanics to back up its transcendent story. Brazil's ability to shift in the Spectral Realm, was a core element on SR1, but then in 2 due to its more linear nature it became the Elemental Reavers acting as coloured keys. Blood Omen 2 actually had a very solid, if simple combat system based around blocks, hits and dodges for the few un-blockable attacks- it wasn't fancy, but it worked, while progressively upping up the puzzle complexity as you gained more abilities from killing bosses and progressing the game; then Defiance tried a kitchen-sink approach, throwing in aerial moves, weapon combos unlockable as you "leveled up" your Reaver; and "devil trigger"-type ultimate moves. It was a fun and flashy system with fancy and gory finisher move animations that was a ton of fun to use; but ultimately it was still a derivative of many other systems from established franchises that just underlined how schizophrenic the gameplay of the LoK series really was.
In fact, we already have a spiritual successor, a flashy, gothic action-adventure series with a convoluted as fuck lore that has a cult following but didn't set the world on fire with sales. It's called " Darksiders"