The relationship between rounds and turns covers this
A round is the six second period during which "all things" happen during combat.
A turn is that place in the initiative order that a given creature takes actions, bonus actions, etc. The initiative order remains the same from round to round.1
The Order of Combat
The game organizes the chaos of combat into a cycle of rounds and
turns. A round represents about 6 seconds in the game world.
During a round, each participant in a battle takes a turn. The
order of turns is determined at the beginning of a combat encounter,
when everyone rolls initiative. Once everyone has taken a turn, the
fight continues to the next round if neither side has defeated the
other. (Basic Rules, p. 71)
Objects aren't covered, as you note, in the turns/rounds rule section. That means that to be consistent with the rhythm of the round/turn cycle, it will be useful to match the object to someone's turn in the first round where damage occurs. Do the rules specify this? No. Nothing specifies this.
Whirlpool. {Objects only}
You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. {snip}
The first time each turn that an object enters the vortex, the object
takes 2d8 bludgeoning damage; this damage occurs each round it remains
in the vortex.
There are two ways that an object will take the bludgeoning damage by being within 25 feet of the vortex
- On the caster's turn.
This is identified in the spell description as an if/then condition of where the object is when the vortex begins. If the caster's turn is when the object first takes damage, use that initiative point on subsequent rounds.
- On the turn of any creature's who moves that object within range.
This can include the caster's influence on the object during a different round than the initiating round. When this happens, use that initiative count on subsequent rounds.
How to make it work
The first time on 'whomever's' turn that the object takes 2d8 bludgeoning damage is the initiative ordered turn in that round that the object then follows until the whirlpool has destroyed it or the whirlpool ends.
Each round thereafter, apply that damage on the same turn - the same spot in the initiative order in the subsequent round(s).
Why do this? KISS principle ...
... and using the mechanics already present for running combat using rounds and turns. Also, it then does what the spell specifies by accounting for the rounds and turns.
Can you do it another time? If you want to do it differently as a DM, go ahead, but you may create confusion or additional complications if you do that. There may be an occasion where narrative necessity calls for the DM to do that damage to an object at some other point in a round, but that's going to be a situational call by a given DM.
1 Initiative
Initiative determines the order of turns during combat. When combat
starts, every participant makes a Dexterity check to determine their
place in the initiative order.
The DM ranks the combatants in order from the one with the highest
Dexterity check total to the one with the lowest. This is the order
(called the initiative order) in which they act during each round.
The initiative order remains the same from round to round.