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It's not a big issue by itself.
The most easy way is to put block on the side of the wheel so nothing can escape with power going above, or having the dam feed directly the channel (no wider area between both), or doing both. After water goes trough the first wheel it's usually not happening. You could also feed less water (close one flood gate), if your dam have an overflow setup somewhere else.
But to be honest, double wide wheel is rarely worth it, unless you play on really easy setting.
It's best to have a smaller channel (2 wide) that is longer so your dam need to feed less water for the same flow per tile, and thus need a smaller dam. If you play on normal, it's fine the game give you plenty of water, but it wouldn't works on hard.
When water bottlenecks it both speeds up and gets deeper, your waterwheels are forcing the flow to slow down which will increase depth as well because the water backs up and cant go forward so it goes up.
Longer term better fix would be to feed less water, but use it better. You've got a drop of 3 but you're only taking power from the last 1, you could fit another tier of wheels in the space you have there, get power from another level of drop, and probably come out ahead on total power output whilst feeding slightly less water and not overflowing.
Maybe this setup was still work in progress, but if I was building a setup specifically for power as this appears to be not just chucking water wheels wherever there's some convenient flow, it would be better to get power from every level of drop you have between intake and exhaust heights, and have side channels to feed into the wheels at the relevant height for 2 and 3 deep intake gates if you need to maintain power output through droughts from the build.
btw this is the whole thing in case anyone was wondering:
https://steamcommunity.com/sharedfiles/filedetails/?id=3149011866
But I might be way over complicating the actual water physics being used here. But that's how it looked to me. Spreading out the dams and extending the distance so that "rushes" of water didn't slam into walls and break points so hard seemed to solve it for me. Or, like others have suggested, build higher walls where the water keeps overflowing. It might settle down further down stream.