Is it possible to have a technology that has no prerequisites but can only be researched after reaching a specific era?
Not directly, no. Any tech that has no prerequisites will be researchable in the ancient era, regardless of where you put it in the tree, unless it has the <Disable> flag. And having that flag means you can NEVER research it; it also prevents you from using "free tech" wonders and policies, Great Scientists, Research Agreements. (However, once a player does have it, city-states and barbarians have a chance of stealing it from you each turn, through their secondary tech mechanism. Go figure.)
HOWEVER, there are ways around this. For instance, take my own mod (Crazy Spatz's Alpha Centauri). The tech that kicks off the future eras is Centauri Ecology. While it has no prerequisite, I award that tech to anyone who completes a spaceship, and I award it to everyone else through an event that happens ~20 turns after the first spaceship is launched. This allows people to progress along the tech tree as normal. So you CAN do what you're describing, as long as you can implement a trigger for it.
If you want a later tech that unlocks a new tech tree, just Disable it, and then find some other way to award the tech through Lua. You could easily just look for whether they started the turn in the Industrial Era or later, and trigger it that way, or maybe you want them to complete a Project first to unlock it. The only headache might be that the trigger wouldn't happen until the following turn, because of how the events work, but that's not really a big deal to most players. (At least, the hundreds who've played my mod haven't complained.)
Graphical note: Disabled techs show up with a red box in the tech tree instead of the usual blue. Once you've received them some other way, they're indistinguishable from normal techs. Disabled techs CAN have prerequisites, in which case they'll have the usual arrows, but for obvious reasons those prerequisites are basically meaningless. (The only thing they'd impact is whether a city-state or barbarian faction can steal the tech; they'd need to have the prereq first.) Disabled techs with no prereq will have a small "no" symbol (red circle with slash through it) on the left side of the box, where the prereq arrows would normally connect.
If you don't like this, there are two ways around it:
1> Don't draw the tech at all. Give it a negative GridY value, and the game won't put it on the tree. It also won't draw any arrows to whatever techs depend on it, but they WILL have the "available" color instead of the normal one so it's not so bad.
2> Hide it underneath another tech. So if A is the tech to start the new tree, and only leads to tech B, then hide A under B (same X and Y values). B's color will be a bit more purplish than blue as a result, but it's still an improvement over seeing A.
Either way, the tech shouldn't have any actual benefits beyond the techs it unlocks, so there's no reason to keep it where people can see it.