Remove specific value from DataStore Async

Hello, I am needing support for a project I am working on in regards to the DataStoreService. I am making a House System where players can purchase, sell and customize their property as they wish with lamps and more objects. However, using the DataStoreService is saving the objects when they are placed using a placement system I made. The position of the object is saved in the DataStore which I did this by using the code below. My issue is removing this object if the player was to remove it from their property i.e. the lamp or couch. So if they removed the lamp it would find the lamp (Lamp#0000) in the DataStore and remove it from the DataStore. Each property has it’s own key, for example each house has HOUSE001 or HOUSE002 which is the key for the DataStore.

Whole Script:

RS_HousingEvents.SpawnObject.OnServerEvent:Connect(function(player, objectName, objectPos, House)
	local NotificationHandler = require(player.PlayerGui.RS_Notifications.ScrollingFrame.Notification_Handler)
	local count = 0

	for i, v in pairs(script.Parent:GetChildren()) do
		if v.Name == objectName then
			count += 1
		end
	end	
	if count >= MaxLimit  then
		NotificationHandler:Notification("You have reached the max limit for: "..objectName.."!")
		return
	end

	if HousingObjects:FindFirstChild(objectName) then
		local Object = HousingObjects:FindFirstChild(objectName):Clone()
		local Price = Object:FindFirstChild('Price').Value
		local Leaderstats = player:FindFirstChild('leaderstats')
		local Money = Leaderstats:FindFirstChild('Money')
		print(Money.Value)
		print(Price)
		if Money.Value < Price then
			Object:Destroy()
			NotificationHandler:Notification("You have insufficient funds for this.")
			return
		end
		Object.Parent = House
		Object:SetPrimaryPartCFrame(objectPos)
		local Code = math.random(1000, 9999)
		local HouseFurnitures = PropertyStore:GetAsync(RS_CONFIG.DataBaseCode) or {}
		HouseFurnitures[objectName.."#"..tostring(Code)] = tostring(objectPos)
		print(HouseFurnitures)
		PropertyStore:SetAsync(RS_CONFIG.DataBaseCode, HouseFurnitures)

		if Object:FindFirstChild('MainPart') then
			Object:FindFirstChild('MainPart').Transparency = 1
		end
	end
end)

Saving Object in DataStore:

		local Code = math.random(1000, 9999)
		local HouseFurnitures = PropertyStore:GetAsync(RS_CONFIG.DataBaseCode) or {}
		HouseFurnitures[objectName.."#"..tostring(Code)] = tostring(objectPos)
		print(HouseFurnitures)
		PropertyStore:SetAsync(RS_CONFIG.DataBaseCode, HouseFurnitures)

(each new object such as a lamp has it’s own random code as players will want to have more than one lamp of course.)