On the oldest VP tables before about VP6, drop target double-strikes were permitted all the time. The reason why this changed is because table creators were pretty fed up with how the entire target was a hittable object which could be dropped unrealistically when struck from the sides and back as well. Around this time it became possible to set up a seperate secondary surface placed in front of the target with the right properties while leaving the sides and back exposed, and this was used as the hit zone from then on. So when the ball lands in between two targets, what's generally happening there is the ball contacts the hit surface of one target but the corner of the other, which no longer counts as a hit.
When I developed the VP8 version of Meteor ages ago, what I did was implement a facsimile of proper 'sweep' physics for that game. It's more complex than placing a trigger between two drops - early Sterns have very sensitive targets which, when shot from an oblique angle, have enough give to drop before the ball actually bounces off them, so the ball is instead deflected across the front surface, knocking each target down in turn. Certain Sterns incorporate this phenomenon into the game rules - knock a whole bank down in one shot, get a big bonus. It certainly made a huge difference to the play of VP Meteor, but I don't think anyone else has really tried doing the same thing since.