Had a look at it. Most of the bounced energy is coming from the weirdly setup floor material combined with reflective caustics - a lot of glossy coming from layer weight/fresnel at blend 1, with glossy color coming from the brick texture - whuuut? The bump node in there isn’t doing anything, and a musgrave->hue that isn’t doing anything. Model is grossly out of scale making it harder to lit, with no scales applied. View transform is sRGB/Default, I prefer sRGB/Filmic. Exposure is 0, which is adequate for “office lighting”, although I’d probably turn up those lights unless a dim environment is required.
Although I agree on “everything should have fresnel”, but when the glossy roughness gets as high as this (like for fabric textures), I have no problem going full on diffuse only or diffuse+velvet.
Here is the fix style I mentioned to control color bleed - in the image I’ve plugged in an unnatural 0.25 hue full saturation node, making the bounced (now mostly diffuse) lighting pink for extreme effect in the image. Try the other input to desaturate the bounced lights.
Regarding the Material.020 node setup above, which I didn’t try. If you want to control anisotropy, use the tangent node set to UV, not the UV coordinates. Although the material resembles more of a freaky experiment
I recommend spending time naming your objects and materials as well, possibly even organizing stuff into collections. For rooms like these (which I do a lot of), when it is mostly the room that is important and not the building and neighbouring rooms, I tend to use flat plane geometry rather than boxes for walls, ceiling, and floors, in order to utilize backface culling.