I don't like anything
When providing design feedback or thinking about my own design work I try my best to not use terms such as 'like/dislike', 'good/bad', 'love/hate', etc. I believe these words act as a layer of abstraction, preventing me from more deeply understanding the motivating thoughts behind them.
By removing these words from my vocabulary I am forced to deconstruct the rationale behind the feelings, which I find leads to more actionable feedback and clearer problem solving.
For example, if I go to a website and I am immediately greeted with a popover that asks me to sign up for a newsletter I might respond by saying, "I don't like that."
If I present that feedback to the website creators, they might find it somewhat dismissible. A lot of people don't like a lot of things. The feedback is not actionable.
If I remove the ability to describe the experience with those words, I may realize I feel that way because I was attempting to do something (i.e. read an article, perform an action, etc) and my intention was interrupted by the popover.
The interruption could cause me to become distracted and forget what my initial motivation was which would be disruptive to my goal. A good product would likely want to support a user's intentionality, because that builds user trust, provides obvious value to the user and helps retain users in the long run.
Another reason the popover is not successful is because I might ignore it. I might be so motivated on accomplishing what I came to the site to do that I immediately close the popover out of reflex without reading it. A good product would likely provide me the right information at the right time so it could be well understood and well received.
If I provided those points of feedback to the website creators, they could consider their decision of showing the popover with some additional context of my motivation and response. They could weigh the design intention and principles of their work against the outcomes in a more clear way.
While any feedback can be helpful; richer, more actionable feedback leads to better design decisions and meaningful improvements.