I suppose if you have players like SpuneDagr, you won't have a problem. Such players will enjoy ignoring the charmed, doppelganger situation and keep playing because it's fun - often hamming it up the other way: "Oh, you need some gold and to borrow my super magical item? Of course you can have it if you need it for something" to the Doppelganger.
However, it seems that you have players orientated in the "Us vs. the DM" direction. For such people, D&D is more a competition of wits and less of an opportunity for interesting development. I've played with and DMed both types of players. Trying to enforce things upon the competitive types generally does not work. Unfortunately, the only way to get around it is to outwit them. Have a bigger form of distraction happening while you pass the note for something quite menial: You hand them a piece of paper and ask them to write down their "Handle Animal" check on it for you - the note says "You have been charmed, don't say anything but write down the Handle Animal check anyway."
To make this work, handing out XP bonuses for good role-playing - they will see the charming as an XP gaining exercise - is much better than XP penalties. In my experience, XP penalties never work. You just end up with disgruntled and unmotivated players.