Producing a game is risky business.
It sounds to me, like you think you have the great "idea" to produce a game that basically profits from an existing fan base. Add some actual professionals and the product will sell.
That's not an idea. It is business as usual for actual existing professional publishers and studios. Success of the original IP does not automatically translate into success as a game. Your youtube fans that nitpick over the source material might not be the ones that would even play the game. Or they would be the ones ripping the game apart for it's flaws.
Chances are, that someone already has the rights to the "underrated" IP for creating games, even if none was made yet. And you do need those rights to create material based on that IP.
But maybe I misread and you only want to create a "spiritual" successor. Like gotta catch them all principle and make a game out of that. That means the risks are even higher. Just because the original has some die hard fans years later does not translate into success of a similar concept in a different media. Or a new franchsise that copies core ideas.
What do I do?
Do not throw away your life savings onto such a high risk project. And do not go in debt for this. You described some red flags here about your future business partners.
If you have budget to spare you can fool around with it, of course. If you aim for crowdfunding, that is a long process anyway. Maybe you can recruit people from the fan base. Fan games are a thing.