It's rare and expensive to have a mic that is actually damaged by phantom power. They do exist, but if you have one, you probably know. The vast majority of mics that don't need it, are just fine to have it anyway. They just don't draw power from it and continue to work the same way.
What's far more common, is to have something like a direct connection to a computer, phone, or similar thing, without a DI box, that can't handle the 7mA per wire that +48V phantom power delivers while the device tries to hold its output at 0V. A DI transformer will happily sit at +48V, drawing nothing, as will a mic that doesn't use it.
If you're otherwise happy with the physical console, keep using that, and don't worry about having phantom power on mics that don't need it. They're fine. Just use a 2-channel interface from the board to the PC, instead of a multichannel one that you only want the first two of, because of how OBS handles multichannel devices.
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If you want to use a DAW instead, that's okay too. Compared to processing live HD video, audio is hardly anything. So I wouldn't worry about that.
For some numbers, 48kHz audio with 30fps video, gives you 1600 samples per frame. Assuming 4 colors per pixel (RGB + transparency), with 8 bits each, that's 32 bits per pixel. 32-bit audio samples are also common as an internal format, though it's towards the low end of things. (OBS uses 32-bit audio internally) 64-bit is more common for serious audio work. That's vastly overkill to actually listen to (16-bit done right, is already indistinguishable from analog), but it means that the developers don't have to worry at all about the roundoff error building up to something even remotely noticeable.
So, if we have 1600 samples per frame, and each sample is upconverted to 64 bits in the DAW, that's equivalent to 2 pixels per sample. A 1920x1080 frame has 2,073,600 pixels. Divide that by the 2 pixels per sample and 1600 samples per frame, and we're left with a factor of 648. You need 648 channels of 64-bit 48kHz audio to equal the data rate of a single video source at 1920x1080p30.
Even if you count each intermediate stage of audio processing as its own channel, which might not be a bad idea, it still takes a LOT to get 648 of them! So, compared to processing live HD video, audio is hardly anything. I wouldn't worry about that.