On that example map, make 4 func breakables, name them train1, train2, train3, and train4. Set them all to "trigger only".
I just did this, and what it showed that was the multi_managers keep looping. If a func_breakable is triggered again even after it already broke, it will make a sound and spawn gibs (and explode if you have that set) again. So it will go off every single time a multi_manager fires it, even if it is now a bunch of empty space.
So you are having a few problems. One problem is, like I was saying (turns out it was relevant), trains are really funky when it comes to how they "reset" on each round in CS. The other problem, is the multi_managers continually loop, and they don't reset to the start of their loop on round chance, they just keep going. So if it's currently on the second multimanager, it's gonna be rolling from the 2nd to the 3rd on the round change.
A bit more on the trains. I have a hypothesis based on what I saw on that test map that an actual player input is needed down the line somewhere to activate the trains. Maybe after the first mm loop that information is lost. Because hitting that button after a round change WILL activate the first multi_manager again and get the trains moving again, even though the func_breakables I added show the multi_managers are still looping and the trains aren't moving. So, try doing my "trigger_once_round" method to activate the loop at the start of each round (the one we talked about in that other topic) with a trigger_multiple and a game_counter.
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Then, make sure to stop the final multi_manager from looping back to the first. See if that reliably starts the trains on each round.
Unfortunately, since the multi_managers are on the first loop and won't stop on round change, I think you'll start getting your trains halfway down the line moving right on round start. I can't think of any way to reliably stop this, especially since you'll have no way to predict exactly where in the loop it will be when the round ends.