Obj_Furniture_carpet_big (\DZ\structures\furniture\decoration\carpet_big\) has a very low resolution texture carpet_big_co.paa of 256x512 (for example floor_carpet_tb_co.paa is 1024x1024)
The texture resolution for such a large surface and it being an interior item that is seen from very close up is insufficient and this object stands out compared to its neighbours due to having low texel density, which is immersion breaking. Also, the texture is extremely bright and doesn´t fit well with the shading of other objects, sticking out, which is also immersion breaking. The brightness and the texture resolution might be due to:
The carpet_big.rvmat for Obj_Furniture_carpet_big has a single stage, without having specular, normal, dt, smdi, or anything else assigned, while other carpets that exist ingame do have correct multi-stage rvmats.
The solution to this problem is TRIVIAL and could be done taking the dz\structures_bliss\ruins\proxy\data\carpet_dirty_dt.paa from the \DZ\structures\furniture\decoration\carpet_big\datacarpet_big_washedout.rvmat and replacing the syntheticsquare_dt.paa in the carpet_big.rvmat,
or just assign the carpet_big_washedout.rvmat to the carpet_big.p3d, and tweak it a bit.
Also, the rear side of the .p3d model has reversed face orientation - it´s transparent if you look at it, despite occupying UV space.