For the multiple zones, you could group them in a sector -which is the server- where you keep track of a lot of people. In the end it'll be the same data transmitted and received.
Although that has everything riding on one host and if that goes down it affects everyone. I know it's a beta now but reconnection and shoving everyone back in the same room without losing too much might be an issue with a larger playerbase. Splitting it up among different server zones would provide more stability. Especially if only 1 instance had a crash in 1 zone you could accommodate for that. If you split all that up into different rooms, you could potentially do that by ending connection to one and then enabling to another based on layout variables telling you which room to go to.
Although it is possible to do all that without 2 servers and that there might be more specific things like websockets that would be better for implementation for a centralized global chat, the execution of the product may not want to rely on a central server other than the signaling one for connections. This offsets the load and as long as there's a host you could have a global chat on one object connection, and have the game on another object connection. This way no matter who's the host (if dev controlled or random peer), it'll have dynamic scailability, allowing more people to talk and play, as well as help organize groups of players easily.
I don't feel that allowing multiple multiplayer objects is a bad thing, although I do understand that it may make people forget that websockets exist when they have perfectly fine uses. Perhaps a mention of them and demonstration of their use along with a disclaimer about too much traffic = bad or w/e for relying on the WebRTC stuff for everything, especially if you are hosting it locally. I do feel it's at least a quick start in getting things working, as playerDB stuff on the C2 engine would be laggy for hundreds of players, but for a few players it wouldn't show it's bottleneck and be acceptable. If programmed around that, that limitation can be avoided (although doesn't let you expand and get more people, just scale the operations of what you have)
If multiple connections/objects do come in, I know I'd set up a chat connection for the chat and lobby, and have another connection for the game rooms