"What do you think?" is the most common way design feedback gets requested, and one of the least useful ways to ask. It invites an opinion on everything at once — color, layout, copy, the idea itself — with no signal about what's actually still in question.
"I'm not sure whether this action should be a button or a link — which reads more correctly to you?" gets a sharper, more useful answer than presenting the whole screen and waiting to see what people notice first. It also tends to surface feedback on the thing you're actually unsure about, rather than whatever's visually loudest.
These are different questions and people answer them differently depending on which one they think you're asking. Early in a design, clarity questions matter more — does this layout communicate what it's for — and preference questions can wait until the structure is settled.
A quick note — "copy and colors are placeholder, focus on the layout" — prevents half the feedback from being about things you already know aren't finished. It's a small thing, but it changes what people pay attention to.
The goal of feedback isn't agreement. It's information. Asking sharper questions gets you more of it, faster.