The Lord of the Rings was absolutely “unplayable FPS” – it was rendered offline, with render times of “hours per frame.”
The question doesn't make a lot of sense, though, because it sounds a bit like “how long is a piece of string?"
The cost of animating characters matters. If a character is a single 2D sprite, you can draw very many of them. If a character is a 50,000 polygon avatar with 150 animated bones and full PBR shading including raytraced reflections, you can render many fewer of them.
If the avatars have no collision, you can put many of them in one place. If they have simple ("sphere" or “capsule”) collision, you can put fewer of them in one place, but still a fair number, especially if you accept penalty-based methods and sudden “ejections” when too many characters squeeze together. If you fully physically simulate each leg/arm/body/head of each avatar, and don't accept non-physical behavior, the limit is going to be much lower.
And, finally, the question also depends on the hardware. A workstation Threadripper with a RTX 3090 graphics card running highly tuned C++ and CUDA and D3D12 code will do differently than a dual-core Intel Pentium laptop with Intel Integrated graphics on a javascript webpage game.
So, the answer is: “Between 10 and 1,000,000.”