The thing is there are these two different PBR shading types.
Specular/Gloss versus Metallic/Roughness.
Typically the texture maps from a model intended for those types of PBR rendering are going to have maps including naming conventions Color, Specular, Gloss, Roughness or Metallic, etc. The numeric values of such a shader are usually going to be controlled with the gray levels of those maps (exception in Metallic/Gloss, metallic channel can also have color) in order to have a consistent look (no need to manually manipulate values).
In ideal situations you just need to plug the maps in associated slots and the shader should render as intended. Basically in this case the textures (if done correctly) are in some sense the shader (control shininess, metallness, roughness, etc.).
So if you have a Gloss map, Metallic or specular map specifically made for these types of PBR shading then you can call your model a PBR model (if I'm correctly).
If you have specific shaders setup for physically based shading like in Octane render or Vray, etc., and included those shaders, then I believe you can also call it a PBR model, but not so sure about that.
If I understand correctly its just those specific textures that need to be there.