Yes, there's nothing (in the rules, anyway) preventing multiple Eldritch Knights from bonding with a single weapon.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
However, if the weapon is a magic weapon that requires attunement, only one person can be attuned to it.
As for breaking someone else's bond with a weapon, this is probably only possible with a well-worded Wish. Dispel Magic is the go-to spell for getting rid of annoying magic, but it only works on ongoing spells, which the bond clearly isn't:
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Similarly, the bond isn't a curse, so Remove Curse won't help. You can render the bond useless by being on a different plane of existence to the Eldritch Knight, or being in an Antimagic Field. On the bright side, depending on how your DM interprets the phrase "you can't be disarmed of that weapon", it might be impossible for the other Eldritch Knight to summon it while you're holding it.
The co-operating knights can take turns to use it, but again, depending on how your DM interprets the phrase "you can't be disarmed of that weapon", they might need to drop it at the end of their turns so that it can be summoned by the other knight. Even if they don't have to do this, they're still going to have problems making opportunity attacks, since only one of them will actually be holding a weapon at any given time.
No. The authors are careful about denoting when spells can be used for an attack.
There is nothing in the game rules more important than the action economy. Over and over again, the authors painstakingly indicate how spells and powers fit into the structure of "attack actions", "bonus actions", "movement", "dash", and so on. Given that there is no indication that telekinesis allows an "attack action" with the object, you can be assured that the authors meant there not to be.
There are times when the rules should be set aside in favor of "real" physics or dramatic license. However, the DM should set the bar quite high for this. The first question you should ask yourself should be, "Is my player asking for something that people like Jeremy Crawford and Mike Mearls didn't think of?" Rest assured, they thought of telekinesing a dagger across the room or a "dancing" sword. In fact, they designed spells that do as much. It is implausible that they did not consider the possibility and then failed to address it in the description.
Best Answer
The Eldritch Knight's Weapon Bond protects them from Telekinesis-used-as-disarmament
In 5th edition D&D, there's not much difference between Disarming (upper-case 'D') an opponent and disarming (lower-case 'd') an opponent, except that the former represents a specific attack action/feature, and the latter is just a vocabulary term. If the feature for Eldritch Knights specifies that the knight cannot be disarmed of their weapon, then no effect, magical or non-magical, can cause a knight to be disarmed, irrespective of whether the effect in question explicitly says it is a disarmament effect, unless either the knight is incapacitated, or the effect is explicitly qualified as bypassing an Eldritch Knight's disarmament immunity.