The material you provided is just a Base Color texture, so it is worth quickly noting that a lot of the character of the floor in the photo is created by surface imperfections. You'll get these from the Roughness, Normal Map, and Height textures in the PBR workflow. Still, your question is about wear and tear, which is not exactly the same thing.
I have three pretty basic methods for this. The first is simply the Hue/Saturation node.
Apply this to the Base Color and you can desaturate an object as though it sat in the sun too long, or darken an object as a whole with the Value setting.
The second is to make use of the Ambient Occlusion map. Ambient Occlusion is normally used to tell us where objects in the scene are close to each other, and thus would most likely be in shadow. You can, however, use the output for whatever you like. So we could say if two objects are close to each other it's also kind of a place where detritus will build.
There are lots of ways to control the output, but in this example I used a Color Ramp to find a suitable map to use as a Factor input on a Hue/Saturation node. It's used to put grime in the mortar between these pieces in a stone floor.
On the left base color only, on the right this node group.
My third method would be to use a surface imperfection image texture. You can probably find them the same place you get your other image textures. Here are some examples.