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The first reason is that the avatars you have made have several pieces of "equipment" or "accessories" or whatever attached to them. Weapons, for example. This can also happen when your gesture overrides change the colors or such on your avatars, or certain dance animations that clone the avatar. So while your avatar might have a base material count of 9, each object attached to them is going to add to that material count, and depending on how many materials each item has, they can cause the overall material count to quickly increase.
The second reason might be that something is confusing the actual number of materials on the avatar with how many textures are applied to that material. Unity can apply the same texture to a number of materials, so if you're just counting the number of textures you can apply shaders to, unity could be applying these textures to a number of different materials. Atlasing would be your remedy to this.
The third reason might be the shaders that you use. Some shaders add materials in order to reach some desired effect. Should be easy enough to check if this is the case, just make a copy of your avatar, apply standard shaders, and see if that reduces the material count. If it does, you'll just have to find other shaders to use, or attempt to atlas further to reduce material counts.
Of course, like I said, it might be something entirely different.