Every modern game and film surface is authored with the same two dials you have here: roughness and metalness. This is physically-based rendering, and the highlight is not painted on — it is computed from how millions of microscopic facets catch the light.
Roughness sets how those facets scatter. Smooth facets all point the same way, so the reflection stays a tight, bright glint. Rough facets point every which way, spreading the same light into a wide, dim sheen. The energy is conserved — spread it out and it dims.
Metalness decides the colour of the reflection. A dielectric (plastic, stone, skin) reflects a plain white highlight and keeps its own diffuse colour underneath. A metal has no diffuse at all — it only reflects, and it tints that reflection its own metal colour. That is why gold looks gold.
Look at the very edge of the sphere. At grazing angles every surface becomes a mirror — that is the Fresnel effect, the bright rim that survives even on the roughest, chalkiest material.
Something in the simulation stopped unexpectedly — the lesson continues without it. Nothing you did was wrong; you can move on.