Okay, but then you're imposing an additional constraint over and above the control scheme -- in this case, the mechanic of moving a playable character over 3 positions. Lion and Mario Bros just happen to implement characters that can move up and down across 3 positions. But there shouldn't be any reason the up/down control couldn't move each character over, say, 4 positions, or 5, or 2.
In addition, as you pointed out, just because Lion and Mario Bros. happen to control "characters", doesn't mean the playable object under control by the control scheme couldn't be something else entirely different, like in your examples, a vehicle or a door.
Which also means, even the implementation of the up/down control as moving something "up" or "down" is only one possible mechanic. It could just as easily be used to accelerate and brake, open or close, jump or crouch.
So, by logical extension, having two characters, one for each up/down controller, is just one possible implementation of the control scheme, but not the only one. As I pointed out, Egg and Manhole (just to name two) use the same control scheme to control only one playable character on the screen.
Of course, as the host, it's your prerogative to add limitations to the game design on top of the control scheme, but I think allowing participants to work within the constraint of the chosen control scheme (and the other limitations of the Game & Watch technology), without imposing limitations on the game design, is likely to produce far more interesting and innovative games. In fact, I would argue, it was this approach to game design by Gunpei and his team that was able to produce such a wide variety of games in the Game & Watch series, rather than just variations on a theme, even though many of the games share the same control scheme.